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The Elder Scrolls III: Morrowind - Gotye Walkthrough, Hints and Tips for PC Games.

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 The Elder Scrolls III: Morrowind - Gotye

 
   
 
 
The Elder Scrolls III: Morrowind - Gotye

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o======================================================================o
|								       |
|		    The Elder Scrolls III: Morrowind	 	       |
|			Game of the Year Edition		       |
|								       |
o======================================================================o
      		"Beating Morrowind in ______ Easy Steps!"

Version 0.17
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}
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				{WLK002}
Dungeons Around Seyda Neen		{WLK003}
Balmora					{WLK004}
Wilderness Around Balmora		{WLK005}
Hla Oad					{WLK006}
Pelagiad				{WLK007}
Suran					{WLK008}
Bal Ur Wilderness*			{WLK009}

>>>>>>>>>>>>>>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. 

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.

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.

In addition to that, I'm a sucker for self-made extra challenges. One of
my favorites, introduced in my Skyrim Let's Play, is Ironborn mode. The
idea, borrowed from the lore of Game of Thrones, is to pay the iron
price (and not the gold) for any item I use. In practice, this means
buying nothing from merchants where there is *any* other way to get the
item. For Morrowind, that means I spend money on quests, strongholds, 
and spells. If I run across an item I need that can only be acquired
through the actual Barter interface, I will specify that in the body of
the walkthrough.

That spending prohibition applies to skill training. Why buy training
when you can level skills for free yourself?

I try to minimize grinding, preferring to level skills as I play. In
practice, Morrowind (and Oblivion) make this much more difficult than
Skyrim does, due to the way attribute multipliers are calculated when
leveling. Nonetheless, I will endeavor to grind as little as possible.
Where grinding is actually necessary, I'll specify, along with an
explanation as to why.

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 thank to proper race and
birthsign choices. Fourth, the additional things it boosts-success rates
in 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.

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. Lift
(or buy) either the Iron or Steel Shield (they restock, and Heavy Armor
is freely usable), 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 absoltuely 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 lift (or buy) all the repair tools he has. I would 
also suggest having a full suit of armor on-I'd do Heavy Armor, since
my plan has it freely usable, but again, anything will suffice. 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 Bladesonce 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).

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 
powerful 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.

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.

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 it's the one skill where I 
recommend a full-on 5-100 grind), 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 firsts 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 Mudcrabswill 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. 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 effect 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 the 50% resistance to *everything* enjoyed by a 
Breton. 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, Medium 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

o======================================================================o
|								       |
|		             Spells {SPL001}			       |
|								       |
o======================================================================o
In this section, I will describe the spells that are available in the 
game. I will break the spells down by the six Colleges of magic they 
belong to. Within each College, I will list all available spell effects.
Each effect will have the following listed: 
-A basic description of the effect
-The effect's base cost
-A detailed discussion of the effect
-A list of alchemy ingredients having the effect
-A list of premade spells with the effects

For the premade spells, I will list the details of what they do along 
with the locations where they can be purchased. If an alchemy 
ingredient is marked with an asterisk, that means the effect is its 
first effect, and is what will occur when the ingredient is eaten.

Note at the outset that custom spells are almost always more useful 
than any particular premade spell. I will endeavour to learn every 
premade spell nonetheless, but when there's an effect you actually want 
to use, I strongly recommend making a custom spell and/or enchantment. 
I'll describe the spells I make in the body of the walkthrough, but be 
aware at the outset that real utility comes from thinking things 
through and customizing them. You will be better at making good spells 
for your character than the designers were, no matter what your build 
is. I promise.

*An asterisk next to a premade spell means that a character with that 
spell's College as a major skill will start with that spell.

Alteration							{SPL002}
o======================================================================o

Burden
<---------------------------------------------------------------------->
Burden M points for D seconds

Base Cost: 1.0

Burden will increase the target's current Encumbrance by M points for D 
seconds. If you break through the target's maximum Encumbrance, they 
will be rendered immobile for the duration of the effect. 

Note that Burden can be resisted with Resist Magicka and, 
alternatively, can be amplified by Weakness to Magicka. Largely the 
same effect can be achieved by using Drain Strength, which may be a 
more helpful option because it will also lower a target's maximum 
Fatigue and weapon damage.

Ingredients: Adamantium Ore*, Gold Kanet, Resin, Scrib Jerky

Premade Spells:

Burden-20 points for 10 seconds on Target
Cost: 15
Available from: Estirdalin, Balmora, Guild of Mages; 
Malven Romori, Vivec, Guild of Mages

Heavy Burden Touch-40 points for 10 seconds on Touch
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Vaval Selas, Vivec, St. Olms Temple;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks

Crushing Burden Touch-60 points for 10 seconds on Touch
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Tyermaillin, Balmora, Tyermaillin's House;
Gildan, Ald'ruhn, Gildan's House;
Ranis Athrys, Balmora, Guild of Mages;
Uvele Berendas, Indarys Manor, Berendas' House

Great Burden of Sin-40 points for 10 seconds on Target
Cost: 30
Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison
Gildan, Ald'ruhn, Gildan's House
Tyermaillin, Balmora, Tyermaillin's House
Fanildil, Ebonheart, Hawkmoth Legion Garrison
Ranis Athrys, Balmora, Guild of Mages
Uvele Berendas, Indarys Manor, Berendas' House

Heavy Burden-40 points for 10 seconds on Target
Cost: 30
Available from: Gildan, Ald'ruhn, Gildan's House;
Tyermaillin, Balmora, Tyermaillin's House; 
Ranis Athrys, Balmora, Guild of Mages

Weary-30-60 points for 10 seconds on Target
Cost: 34
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison
Heem-La, Ald-ruhn, Guild of Mages
Uvele Berendas, Indarys Manor, Berendas' House
Gildan, Ald'ruhn, Gildan's House
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Cruel Weary-50-70 points for 10 seconds on Target
Cost: 45
Available from: Leles Birian, Ascadian Isles Region

Crushing Burden-60 points for 10 seconds on Target
Cost: 45
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild
Milar Mayon, Tel Vos, Services Tower
Leles Birian, Ascadian Isles Region
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry

Burden of Sin-40-60 points for 20 seconds on Touch
Cost:50
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Eraamion, Caldera, Guild of Mages;
Leles Birian, Ascadian Isles Region;
Mehra Drora, Gnisis, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Elynu Saren, Suran, Suran Temple; 
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; 
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Namanian Facian, Sadrith Mora, Morag Tong Guild; 
Salen Ravel, Maar Gan, Shrine; 
Tinaso Alan, Tel Mora, Tower Services

Dire Weary-60-90 points for 10 seconds on Target
Cost: 56
Available from: Aldaril, Buckmoth Legion Fort, Interior; 
Leles Birian, Ascadian Isles Region; 
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; 
Diren Vendu, Tel Mora, Tower Services; 
Only-He-Stands-There, Balmora, South Wall Cornerclub

Crushing Burden of Sin-60-80 points for 30 seconds on Target
Cost: 158
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; 
Imare, Balmora, Hlaalu Council Manor; 
Somutis Vunnis, Moonmoth Legion Fort, Interior; 
Ethasi Rilvayn, Balmora, Morag Tong Guild; 
Leles Birian, Ascadian Isles Region

Feather
<---------------------------------------------------------------------->
Feather M points for D seconds

Base Cost: 1.0

Reduces the target's encumbrance by M poins, allowing them to carry 
more without becoming encumbered. Their Fatigue will also drain more 
slowly. 

Generally speaking, Fortify Strength is a more effective alternative, 
as it has the same base cost but each point of Strength adds 5 to 
maximum encumbrance. Fortify Strength is thereby 5x more effective 
than Feather.

Ingredients: Heather, Ruby, Scuttle

Premade spells:

Feather-20 points for 10 seconds on Self
Cost: 10
Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House
Uleni Heleran, Wolverine Hall, Mages Guild
Estirdalin, Balmora, Guild of Mages

Strong Feather-50 points for 10 seconds on Self
Cost: 25
Available from: Dulian, Buckmoth Legion Fort, Interior; 
Ranis Athrys, Balmora, Guild of Mages; 
Tyermaillin, Balmora, Tyermaillin's House; 
Gildan, Ald'ruhn, Gildan's House; 
Sharn gra-Muzgob, Balmora, Guild of Mages; 
Vaval Selas, Vivec, St. Olms Temple

Ulms's Juicedaw's Feather-50 points for 10 seconds on Self
Cost: 25
Available from: Dulian, Buckmoth Legion Fort, Interior;
Ranis Athrys, Balmora, Guild of Mages
Vaval Selas, Vivec, St. Olms Temple;
Gildan, Ald'ruhn, Gildan's House;
Tyermaillin, Balmora, Tyermaillin's House

Great Feather-100 points for 10 seconds on Self
Cost: 50
Available from: Aldaril, Buckmoth Legion Fort, Interior
Eraamion, Caldera, Guild of Mages
Ferise Varo, Vos, Varo Tradehouse Entrance
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Only-He-Stands-There, Balmora, South Wall Cornerclub; 
Tinaso Alan, Tel Mora, Tower Services; 
Elynu Saren, Suran, Suran Temple; 
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; 
Leles Birian, Ascadian Isles Region; 
Namanian Facian, Sadrith Mora, Morag Tong Guild; 
Threvul Serethi, Sadrith Mora, Thervul Serethi: Healer; 
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Fire Shield
<---------------------------------------------------------------------->
Fire Shield M points for D seconds

Base Cost: 3.0

This effect does two things while active. First, it grants M% Resist 
Fire, or M% reduction in Fire damage. Second, enemies next to the 
caster will be damaged at 1 point Fire damage per 10 points of spell 
strength.

Ingredients: Comberry, Fire Salts, Raw Glass, Sload Soap

Premade Spells:

Fire Barrier-1-10 points for 10 seconds on Self
Cost: 8
Available from: Malven Romori, Vivec, Guild of Mages; 
Uleni Heleran, Wolverine Hall, Mages Guild; 
Tinaso Alan, Tel Mora, Tower Services

Fire Shield-10 points for 30 seconds on Self
Cost: 45
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Namanian Facian, Sadrith Mora, Morag Tong Guild; 
Marayn Dren, Balmora, Guild of Mages;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Strong Fire Shield-12 points for 30 seconds on Self
Cost: 54
Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Frost Shield
<---------------------------------------------------------------------->
Frost Shield M points for D seconds

Base Cost: 3.0

This effect does two things while active. First, it grants M% Resist 
Frost, or M% reduction in Frost damage. Second, enemies next to the 
caster will be damaged at 1 point Frost damage per 10 points spell 
strength.

Ingredients: Frost Salts, Holly Berries, Large Kwama Egg, Raw Ebony, 
Willow Anther

Premade spells:

Frost Barrier-3 points for 10 seconds on Self
Cost: 5
Available from: Malven Romori, Vivec, Guild of Mages;
Uleni Heleran, Wolverine Hall, Mages Guild

Frost Shield-10 points for 30 seconds on Self
Cost: 45
Available from: Dulian, Buckmoth Legion Fort, Interior;
Marayn Dren, Balmora, Guild of Mages;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Vaval Selas, Vivec, St. Olms Temple

Strong Frost Shield-12 points for 30 seconds on Self
Cost: 54
Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Jump
<---------------------------------------------------------------------->
Jump M points for D seconds

Base Cost: 3.0

Increases the maximum jumping height of the target, where the existing 
maximum height is multiplied by the magnitude of the effect.

This is not identical to fortifying Acrobatics, and it will not 
increase the height from which you can fall before taking damage. It is 
possible to hurt yourself in a Jump-augmented fall, so you should be 
careful with high magnitudes of this effect.

Ingredients: None

Premade spell:

Tinur's Hoptoad-20 points for 10 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Llaros Uvayn, Caldera, Governor's Hall;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Sirilonwe, Vivec, Guild of Mages;
Tyermaillin, Balmora, Tyermaillin's House; 
Gildan, Ald'ruhn, Gildan's House;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Ranis Athrys, Balmora, Guild of Mages;
Tinaso Alan, Tel Mora, Tower Services;
Uvele Berendas, Indarys Manor, Berendas' House

Levitate
<---------------------------------------------------------------------->
Levitate M points for D seconds

Base Cost: 3.0

Causes the target to be able to walk on air. The speed of movement 
through the air is determined by the value M, and also by the 
character's Speed attribute. This can be used both to reach high 
inaccessible places and also to gain an advantage in combat. Attacking 
non-flying, non-archer/mage opponents while levitating will often cause 
them to run away in terror since they are unable to hit you. Casting 
levitate on friendly targets does not start combat.

Levitation can also be used as an offensive spell if its strength is set 
to a low value. It costs little magicka and renders enemies almost 
immobile, similar to burden. Such a spell is particularly effective 
against flying enemies like Cliff Racers, as it causes them to crash to 
the ground and take falling damage.

You may not rest on the ground while levitating, but you can rest in a 
bed. You may also find that in some cramped quarters, it will be 
impossible to move while levitating, as your head gets stuck in the 
ceiling. You should also be careful to keep an eye on the duration of the 
spell so that it does not wear off while you are in mid-air, causing you 
to fall and get hurt or even killed. (A Slowfall spell or any other 
method can help prevent this.) There does not seem to be any known height 
ceiling to levitation. You can keep going up for a very long time, long 
after the game-fog completely obscures your view of the ground. If you 
cast a Levitate spell, and then use fast travel, the spell will continue 
to its full duration as if the travel was instantaneous, even though in 
game-time it can take hours on certain routes.

You cannot levitate in Mournhold. The in-universe reason given is that 
levitation offends the goddess Almalexia, but the technical reason is 
presumably because the city is in an interior cell, and levitation would 
make it possible to fly over the walls and see the unrendered world 
beyond.

Ingredients: Coda Flower, Racer Plumes, Sweetpulp, Trama Root

Premade spells:

Strong Levitate-20 points for 10 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Uvele Berendas, Indarys Manor, Berendas' House; 
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Levitate-10 points for 30 seconds on Self
Cost: 45
Available from: Fevyn Ralen, Vivec, Telvanni Mage;
Marayn Dren, Balmora, Guild of Mages

Wild Levitate-1-50 points for 30 seconds on Self
Cost: 115
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Heem-La, Ald'ruhn, Guild of Mages;
Salver Lleran, Vivec, Telvanni Sorcerer

Lightning Shield
<---------------------------------------------------------------------->
Lightning Shield M points for D seconds

Base Cost: 3.0

This effect does two different things. First, it gives M% Resist Shock, 
or M% reduction in Shock damage. Second, enemies next to the caster 
will suffer 1 point of Shock damage per 10 points of spell strength.

Ingredients: Corkbulb Root, Crab Meat, Scrap Metal

Premade spells:

Shock Barrier-1-10 points for 10 seconds on Self
Cost: 8
Available from: Uleni Heleran, Wolverine Hall, Mages Guild

Lightning Shield-10 points for 30 seconds on Self
Cost: 45
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Marayn Dren, Balmora, Guild of Mages;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Malven Romori, Vivec, Guild of Mages;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Strong Shock Shield-12 points for 30 seconds on Self
Cost: 54
Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Lock
<---------------------------------------------------------------------->
Lock M points

Base Cost: 2.0

Locks a door or container by M points. The effect is permanent until the 
lock is opened, either by lockpick or the Open effect.

There are not too many practical uses for this effect. It is handy to 
practice Security, and you can also use it to trap hostile creatures or 
NPCs in a particular room of a cell. It is highly effective for that 
purpose, as no creatures or NPCs will ever open a locked door of any 
level.

Ingredients: None

Premade spells:

Fenrick's Doorjam-10 points on Touch
Cost: 1
Available from: Fevyn Ralen, Vivec, Telvanni Mage;
Tinaso Alan, Tel Mora, Tower Services;
Medila Indaren, Caldera, Guild of Mages

Open
<---------------------------------------------------------------------->
Open M points

Base Cost: 6.0

Opens a locked door or container. The magnitude is the level of the 
lock that the spell can successfully open. Note that, much like the 
distinction between lockpicks and probes, this effect does nothing 
about traps.

Casting any Open spell as a touch or target effect will qualify as a 
crime if witnessed, just like using a lockpick.

Ingredients: None

Premade spells: 

Ondusi's Open Door-50 points on Touch
Cost: 15
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
J'Rasha, Vivec, J'Rasha: Healer;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Marayn Dren, Balmora, Guild of Mages;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Sirilonwe, Vivec, Guild of Mages

Strong Open-50 points on Touch
Cost: 15
Available from: J'Rasha, Vivec, J'Rasha: Healer

Wild Open-1-100 points on Touch
Cost: 15
Available from: J'Rasha, Vivec, J'Rasha: Healer

Shield
<---------------------------------------------------------------------->
Shield M points for D seconds

Base Cost: 2.0

Increases the target's armor rating by M points for D seconds.

Most of the time, it is more effective to fortify the relevant armor 
skill instead. Assuming that the character is entirely covered in the 
particular armor type and the armor rating of each piece is at least 
15, the fortify skill effect applied to the armor type will give a 
bigger armor rating boost for less Magicka.

Ingredients: None

Premade spells:

Shield*-5 points for 30 seconds on Self
Cost: 15
Available from: J'Rasha, Vivec, J'Rasha: Healer

First Barrier-10 points for 30 seconds on Self
Cost: 30
Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
Folvys Andalor, Ald'ruhn, Temple;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Zanmulk Sammalamus, Gnisis, Temple;
Fevyn Ralen, Vivec, Telvanni Mage;
Marayn Dren, Balmora, Guild of Mages;
Uvele Berendas, Indarys Manor, Berendas' House

Second Barrier-20 points for 30 seconds on Self
Cost: 60
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Elynu Saren, Suran, Temple;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Folvys Andalor, Ald'ruhn, Temple;
Malven Romori, Vivec, Guild of Mages;
Milar Maryon, Tel Vos, Services Tower;
Rilvase Avani, Ghostgate, Tower of Dawn;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Uleni Heleran, Wolverine Hall, Mages Guild;
Diren Vendu, Tel Mora, Tower Services;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Fevyn Ralen, Vivec, Telvanni Mage;
Heem-La, Ald'ruhn, Guild of Mages;
Marayn Dren, Balmora, Guild of Mages;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Salen Ravel, Maar Gan, Shrine;
Tinaso Alan, Tel Mora, Tower Services

Third Barrier-30 points for 30 seconds on Self
Cost: 90
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Farena Arelas, Tel Uvirith, Arelas' House;
Fevyn Ralen, Vivec, Telvanni Mage;
Imare, Balmora, Hlaalu Council Manor;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Uleni Heleran, Wolverine Hall, Mages Guild;
Ethasi Rilvayn, Balmora, Morag Tong Guild;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Heem-La, Ald'ruhn, Guild of Mages;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Tinaso Alan, Tel Mora, Tower Services;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Fourth Barrier-40 points for 30 seconds on Self
Cost: 120
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
Imare, Balmora, Hlaalu Council Manor;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Tyermaillin, Balmora, Tyermaillin's House;
Farena Arelas, Tel Uvirith, Arelas' House;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Tunila Omavel, Tel Uvirith, Omavel's House

Fifth Barrier-50 points for 30 seconds on Self
Cost: 150
Available from: Gildan, Ald'ruhn, Gildan's House;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Tyermaillin, Balmora, Tyermaillin's House;
Ranis Athrys, Balmora, Guild of Mages;
Tunila Omavel, Tel Uvirith, Omavel's House

Sixth Barrier-60 points for 30 seconds on Self
Cost: 180
Available from: Gildan, Ald'ruhn, Gildan's House;
Tyermaillin, Balmora, Tyermaillin's House;
Ranis Athrys, Balmora, Guild of Mages

Slowfall
<---------------------------------------------------------------------->
Slowfall M points for D seconds

Base Cost: 3.0

Reduces fall damage by slowing the rate of descent.

Magnitude is functionally irrelevant. Any value of Slowfall makes you 
immune to fall damage for the effect's duration.

Ingredients: None

Premade spells:

Slowfall-30 points for 10 seconds on Self
Cost: 45
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Leles Birian, Ascadian Isles Region;
Milar Maryon, Tel Vos, Services Tower;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Sirilonwe, Vivec, Guild of Mages;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Llaros Uvayn, Caldera, Governor's Hall;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Swift Swim
<---------------------------------------------------------------------->
Swift Swim M points for D seconds

Base Cost: 2.0

Allows the target to swim more quickly in the water.

Generally speaking, using the Fortify Attribute effect for Speed is 
more effective in two ways. First, it is equally effective at raising 
swim speed for half the Magicka cost. Second, it is equally effective
on land.

Ingredients: Daedra Skin, Golden Sedge Flowers, Scales, Scrib Jerky

Premade spells:

Buoyancy-1 point for 20 seconds on Self
Cost: 2
Available from: Marayn Dren, Balmora, Guild of Mages;
Fevyn Ralen, Vivec, Telvanni Mage;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry

Swimmer's Blessing-5 points for 30 seconds on Self
Cost: 15
Available from: Dulian, Buckmoth Legion Fort, Interior;
Vaval Selas, Vivec, St. Olms Temple;
Medila Indaren, Caldera, Guild of Mages

Water Breathing
<---------------------------------------------------------------------->
Water Breathing for D seconds

Base Cost: 3.0

Allows the target to breathe underwater. This allows them to stay 
submerged for the effect's duration without drowning.

There is one quest for the Tribunal Temple that requires you to drown 
yourself. Be wary of abusing Alchemy to get permanent Water Breathing, 
at least until that quest is complete. Given the presence of over-water 
escort missions, a Touch/Target version of this effect actually can be 
quite useful. All creatures can breathe underwater by default, but most 
NPCs can drown. When the duration expires, you will not immediately 
begin drowning. Rather, the breath meter will appear at full.

Ingredients: Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula*, Pearl

Premade spells: 

Water Breathing-30 seconds on Self
Cost: 5
Available from: Marayn Dren, Balmora, Guild of Mages

Vivec's Kiss-100 seconds on Self
Cost: 15
Available from: Uleni Heleran, Wolverine Hall, Mages Guild

Water Walking
<---------------------------------------------------------------------->
Water Walking for D seconds

Base Cost: 3.0

Allows the target to walk on water. Normal speed applies, just as if on 
land. If you are seeking to avoid combat, this is a great way to do it, 
as it prevents underwater creatures from attacking you and flying 
creatures generally don't spawn over water.

Again, beware making this effect permanent by Alchemy abuse. It 
prevents you from swimming under water, and many times full exploration 
requires that this be done. If you attempt to cast this effect while 
underwater, you get a message that "You cannot cast this effect at the 
moment."

Ingredients: Ampoule Pod*, Kwama Cuttle, Scales, Violet Coprinus*

Premade spells: 

Water Walking*-60 seconds on Self
Cost: 9
Available from: Marayn Dren, Balmora, Guild of Mages;
Uleni Heleran, Wolverine Hall, Mages Guild;
Tinaso Alan, Tel Mora, Tower Services

Conjuration							{SPL003}
o======================================================================o

Bound Battle Axe
<---------------------------------------------------------------------->
Bound Battle Axe for D seconds

Base Cost: 2.0

Summons a magical Daedric Battle-Axe. This automatically becomes 
equipped and drawn, replacing whatever weapon you previously had 
equipped. When the spell expires, the old weapon will be re-equipped 
and the Bound Battle-Axe will disappear. The Bound Battle-Axe has the 
same statistics as a Daedric Battle-Axe, save that it is weightless and 
carries a Constant Effect enchantment of Fortify Axe 10 points on Self. 
The Bound Battle-Axe may not be dropped, sold, or given to other people. 

The Bound Battle-Axe can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Battle-Axe before it disappears, you 
can end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Battle-Axe. 
This will give you the Bound Battle-Axe whenever worn. Since the item is 
now a constant effect, you can keep the Bound Battle-Axe much longer. 
You can also instantly repair the Bound Battle-Axe merely by removing 
and re-equipping the enchanted item. It is imperative that you do not 
repair items gotten in this way. This can cause you to be stuck with the 
items forever. Rings, belts and amulets are the best items to enchant. 
Players should not repair a constant effect Bound Battle-Axe. A broken 
Bound Battle-Axe cannot be repaired, disabled or deleted in the player 
save file without causing severe glitching (a bug that roots the player 
save to the spot and causes the player's model to vanish altogether). 
Only the "removeitem" command will successfully eliminate a broken Bound 
Battle-Axe.

Ingredients: None

Premade spells:

Bound Battle-Axe-60 seconds on Self
Cost: 6
Available from: Diren Vendu, Tel Mora, Tower Services;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Masalinie Merian, Balmora, Guild of Mages;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Bound Boots
<---------------------------------------------------------------------->
Bound Boots for D seconds

Base Cost: 2.0

Summons a magical set of Daedric Boots. They automatically become 
equipped, replacing whatever boots you previously had equipped. When 
the spell expires, the old boots will be re-equipped and the Bound 
Boots will disappear. The Bound Boots have the same statistics as 
Daedric Boots, save that they are weightless and carry a Constant 
Effect enchantment of Fortify Speed 10 points on Self. The Bound Boots 
may not be dropped, sold, or given to other people.

The Bound Boots can become damaged, just like other items. The duration 
of the spell normally runs out before this becomes an issue. However, 
if you repair the Bound Boots before they disappear, you can end up 
with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Boots. This 
will give you the Bound Boots whenever worn. Since the item is now a 
constant effect, you can keep the Bound Boots much longer. You can also 
instantly repair the Bound Boots merely by removing and re-equipping 
the enchanted item. However, you must avoid two things: First, never 
enchant a set of boots with a Bound Boots Constant Effect. Wearing such 
boots will cause them to be permanently in your inventory. Similarly, 
two items which cancel each other out is an equally bad idea. (Thus a 
Helm with Bound Boots and Boots with Bound Helm enchantments should 
never be worn at the same time). Secondly, it is even more imperative 
that you do not repair items gotten in this way. This can cause you to 
be stuck with the items forever. Thus, rings, belts and amulets are the 
best items to enchant. Players should not repair constant effect Bound 
Boots. Broken Bound Boots cannot be repaired, disabled or deleted in the 
player save file without causing severe glitching (a bug that roots the 
player save to the spot and causes the player's model to vanish 
altogether). Only the "removeitem" command will successfully eliminate 
broken Bound Boots.

Ingredients: None

Premade spells:

Bound Boots-60 seconds on Self
Cost: 6
Available from: Estirdalin, Balmora, Guild of Mages;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Farena Arelas, Tel Uvirith, Arelas' House;
Heem-La, Ald'ruhn, Guild of Mages

Bound Cuirass
<---------------------------------------------------------------------->
Bound Cuirass for D seconds

Base Cost: 2.0

Summons a magical Daedric Cuirass. It automatically becomes equipped, 
replacing whatever cuirass you previously had equipped. When the spell 
expires, the old cuirass will be re-equipped and the Bound Cuirass will 
disappear. The Bound Cuirass has the same statistics as a Daedric 
Cuirass, save that it is weightless and carries a Constant Effect 
enchantment of Fortify Light Armor 5 points on Self, Fortify Medium 
Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and 
Fortify Unarmored 5 points on Self. The Bound Cuirass may not be 
dropped, sold, or given to other people.

The Bound Cuirass can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Cuirass before it disappears, you can 
end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Cuirass. 
This will give you the Bound Cuirass whenever worn. Since the item is 
now a constant effect, you can keep the Bound Cuirass much longer. You 
can also instantly repair the Bound Cuirass merely by removing and 
re-equipping the enchanted item. However, you must avoid two things: 
First, never enchant a cuirass with a Bound Cuirass Constant Effect. 
Wearing such a cuirass will cause it to be permanently in your 
inventory. Similarly, two items which cancel each other out is an 
equally bad idea. (Thus a Helm with Bound Cuirass and a Cuirass with 
Bound Helm enchantments should never be worn at the same time). Secondly, 
it is even more imperative that you do not repair items gotten in this 
way. This can cause you to be stuck with the items forever. Thus, rings, 
belts and amulets are the best items to enchant. Players should not 
repair a constant effect Bound Cuirass. A broken Bound Cuirass cannot 
be repaired, disabled or deleted in the player save file without causing 
severe glitching (a bug that roots the player save to the spot and 
causes the player's model to vanish altogether). Only the "removeitem" 
command will successfully eliminate a broken Bound Cuirass.

Ingredients: None

Premade spells:

Bound Cuirass-60 seconds on Self
Cost: 6
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry

Bound Dagger
<---------------------------------------------------------------------->
Bound Dagger for D seconds

Base Cost: 2.0

Summons a magical Daedric Dagger. This automatically becomes equipped 
and drawn, replacing whatever weapon you previously had equipped. When 
the spell expires, the old weapon will be re-equipped and the Bound 
Dagger will disappear. The Bound Dagger has the same statistics as a 
Daedric Dagger, save that it is weightless and carries a Constant Effect 
enchantment of Fortify Short Blade 10 points on Self. The Bound Dagger 
may not be dropped, sold, or given to other people. 

The Bound Dagger can become damaged, just like other items. The duration 
of the spell normally runs out before this becomes an issue. However, 
if you repair the Bound Dagger before it disappears, you can end up with 
a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Dagger. This 
will give you the Bound Dagger whenever worn. Since the item is now a 
constant effect, you can keep the Bound Dagger much longer. You can also 
instantly repair the Bound Dagger merely by removing and 
re-equipping the enchanted item. It is imperative that you do not repair 
items gotten in this way. This can cause you to be stuck with the items 
forever. Rings, belts and amulets are the best items to enchant. Players 
should not repair a constant effect Bound Dagger. A broken Bound Dagger 
cannot be repaired, disabled or deleted in the player save file without 
causing severe glitching (a bug that roots the player save to the spot 
and causes the player's model to vanish altogether). Only the 
"removeitem" command will successfully eliminate a broken Bound Dagger.

Ingredients: None

Premade spells:

Bound Dagger*-60 seconds on Self
Cost: 6
Available from: Diren Vendu, Tel Mora, Tower Services;
Felen Maryon: Tel Branora, Upper Tower: Therana's Chamber;
Masalinie Merian, Balmora, Guild of Mages;
Estirdalin, Balmora, Guild of Mages;
Heem-La, Ald'ruhn, Guild of Mages;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Bound Gauntlets
<---------------------------------------------------------------------->
Bound Gauntlets for D seconds

Base Cost: 2.0

Summons a magical pair of Daedric Gauntlets. They automatically become 
equipped, replacing whatever gauntlets you previously had equipped. 
When the spell expires, the old gauntlets will be re-equipped and the 
Bound Gauntlets will disappear. The Bound Gauntlets have the same 
statistics as Daedric Gauntlets, save that they are weightless and 
carry a Constant Effect enchantment of Fortify Hand-to-Hand 10 points 
on Self for the left gauntlet and Fortify Agility 10 points on Self for 
the right gauntlet. The Bound Gauntlets may not be dropped, sold, or 
given to other people.

The Bound Gauntlets can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Gauntlets before they disappear, you 
can end up with permanent duplicates in your inventory.

It is possible to enchant items with Constant Effect Bound Gauntlets. 
This will give you the Bound Gauntlets whenever worn. Since the item is 
now a constant effect, you can keep the Bound Gauntlets much longer. 
You can also instantly repair the Bound Gauntlets merely by removing 
and re-equipping the enchanted item. However, you must avoid two things: 
First, never enchant a gauntlet with a Bound Gauntlets Constant Effect. 
Wearing such a gauntlet will cause it to be permanently in your 
inventory. Similarly, two items which cancel each other out is an 
equally bad idea. (Thus a Helm with Bound Gauntlets and a Gauntlet with 
Bound Helm enchantments should never be worn at the same time). 
Secondly, it is even more imperative that you do not repair items 
gotten in this way. This can cause you to be stuck with the items 
forever. Thus, rings, belts and amulets are the best items to enchant. 
Players should not repair constant effect Bound Gauntlets. Broken Bound 
Gauntlets cannot be repaired, disabled or deleted in the player save 
file without causing severe glitching (a bug that roots the player save 
to the spot and causes the player's model to vanish altogether). Only the 
"removeitem" command will successfully eliminate broken Bound Gauntlets.

Ingredients: None

Premade spells:

Bound Gauntlets-60 seconds on Self
Cost: 6
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Heem-La, Ald'ruhn, Guild of Mages;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Medila Indaren, Caldera, Guild of Mages

Bound Helm
<---------------------------------------------------------------------->
Bound Helm for D seconds

Base Cost: 2.0

Summons a magical Daedric Helmet. It automatically becomes equipped, 
replacing whatever helmet you previously had equipped. When the spell 
expires, the old helmet will be re-equipped and the Bound Helmet will 
disappear. The Bound Helmet has the same statistics as a Daedric 
Cuirass, save that it is weightless and carries a Constant Effect 
enchantment of Fortify Light Armor 5 points on Self, Fortify Medium 
Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and 
Fortify Unarmored 5 points on Self. The Bound Helmet may not be 
dropped, sold, or given to other people.

The Bound Helmet can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Helmet before it disappears, you can 
end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Helm. 
This will give you the Bound Helmet whenever worn. Since the item is 
now a constant effect, you can keep the Bound Helmet much longer. You 
can also instantly repair the Bound Helmet merely by removing and 
re-equipping the enchanted item. However, you must avoid two things: 
First, never enchant a helmet with a Bound Helm Constant Effect. 
Wearing such a helmet will cause it to be permanently in your 
inventory. Similarly, two items which cancel each other out is an 
equally bad idea. (Thus a Helm with Bound Cuirass and a Cuirass with 
Bound Helm enchantments should never be worn at the same time). Secondly, 
it is even more imperative that you do not repair items gotten in this 
way. This can cause you to be stuck with the items forever. Thus, rings, 
belts and amulets are the best items to enchant. Players should not 
repair a constant effect Bound Helmet. A broken Bound Helmet cannot 
be repaired, disabled or deleted in the player save file without causing 
severe glitching (a bug that roots the player save to the spot and 
causes the player's model to vanish altogether). Only the "removeitem" 
command will successfully eliminate a broken Bound Helmet.

Ingredients: None

Premade spells:

Bound Helm-60 seconds on Self
Cost: 6
Available from: Estirdalin, Balmora, Guild of Mages;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Farena Arelas, Tel Uvirith, Arelas' House;
Medila Indaren, Caldera, Guild of Mages

Bound Longbow
<---------------------------------------------------------------------->
Bound Longbow for D seconds

Base Cost: 2.0

Summons a magical Daedric Longbow. This automatically becomes equipped 
and drawn, replacing whatever weapon you previously had equipped. When 
the spell expires, the old weapon will be re-equipped and the Bound 
Longbow will disappear. The Bound Longbow has the same statistics as a 
Daedric Longbow, save that it is weightless and carries a Constant 
Effect enchantment of Fortify Marksman 10 points on Self. The Bound 
Longbow may not be dropped, sold, or given to other people. 

The Bound Longbow can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Longbow before it disappears, you can 
end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Longbow. This 
will give you the Bound Longbow whenever worn. Since the item is now a 
constant effect, you can keep the Bound Longbow much longer. You can also 
instantly repair the Bound Longbow merely by removing and re-equipping 
the enchanted item. It is imperative that you do not repair items gotten 
in this way. This can cause you to be stuck with the items forever. 
Rings, belts and amulets are the best items to enchant. Players should 
not repair a constant effect Bound Longbow. A broken Bound Longbow 
cannot be repaired, disabled or deleted in the player save file without 
causing severe glitching (a bug that roots the player save to the spot 
and causes the player's model to vanish altogether). Only the 
"removeitem" command will successfully eliminate a broken Bound Longbow.

Ingredients: None

Premade spells:

Bound Longbow-60 seconds on Self
Cost: 6
Available from: Estirdalin, Balmora, Guild of Mages;
Masalinie Merian, Balmora, Guild of Mages

Bound Longsword
<---------------------------------------------------------------------->
Bound Longsword for D seconds

Base Cost: 2.0

Summons a magical Daedric Longsword. This automatically becomes 
equipped and drawn, replacing whatever weapon you previously had 
equipped. When the spell expires, the old weapon will be re-equipped 
and the Bound Longsword will disappear. The Bound Longsword has the 
same statistics as a Daedric Longsword, save that it is weightless and 
carries a Constant Effect enchantment of Fortify Long Blade 10 points 
on Self. The Bound Longsword may not be dropped, sold, or given to other 
people. 

The Bound Longsword can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Longsword before it disappears, you can 
end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Longsword. 
This will give you the Bound Longsword whenever worn. Since the item is 
now a constant effect, you can keep the Bound Longsword much longer. You 
can also instantly repair the Bound Longsword merely by removing and 
re-equipping the enchanted item. It is imperative that you do not repair 
items gotten in this way. This can cause you to be stuck with the items 
forever. Rings, belts and amulets are the best items to enchant. Players 
should not repair a constant effect Bound Longsword. A broken Bound 
Longsword cannot be repaired, disabled or deleted in the player save 
file without causing severe glitching (a bug that roots the player save 
to the spot and causes the player's model to vanish altogether). Only the 
"removeitem" command will successfully eliminate a broken Bound 
Longsword.

Ingredients: None

Premade spells:

Bound Longsword-60 seconds on Self
Cost: 6
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Masalinie Merian, Balmora, Guild of Mages;
Farena Arelas, Tel Uvirith, Arelas' House;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Bound Mace
<---------------------------------------------------------------------->
Bound Mace for D seconds

Base Cost: 2.0

Summons a magical Daedric Mace. This automatically becomes equipped and 
drawn, replacing whatever weapon you previously had equipped. When the 
spell expires, the old weapon will be re-equipped and the Bound Mace 
will disappear. The Bound Mace has the same statistics as a Daedric 
Mace, save that it is weightless and carries a Constant Effect 
enchantment of Fortify Blunt Weapon 10 points on Self. The Bound Mace 
may not be dropped, sold, or given to other people. 

The Bound Mace can become damaged, just like other items. The duration 
of the spell normally runs out before this becomes an issue. However, 
if you repair the Bound Mace before it disappears, you can end up with 
a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Mace. This 
will give you the Bound Mace whenever worn. Since the item is now a 
constant effect, you can keep the Bound Mace much longer. You can also 
instantly repair the Bound Mace merely by removing and re-equipping the 
enchanted item. It is imperative that you do not repair items gotten in 
this way. This can cause you to be stuck with the items forever. Rings, 
belts and amulets are the best items to enchant. Players should not 
repair a constant effect Bound Mace. A broken Bound Mace cannot be 
repaired, disabled or deleted in the player save file without causing 
severe glitching (a bug that roots the player save to the spot and 
causes the player's model to vanish altogether). Only the "removeitem" 
command will successfully eliminate a broken Bound Mace.

Ingredients: None

Premade spells:

Bound Mace-60 seconds on Self
Cost: 6
Available from: Diren Vendu, Tel Mora, Tower Services;
Masalinie Merian, Balmora, Guild of Mages;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Medila Indaren, Caldera, Guild of Mages

Bound Shield
<---------------------------------------------------------------------->
Bound Shield for D seconds

Base Cost: 2.0

Summons a magical Daedric Shield. It automatically becomes equipped, 
replacing whatever shield you previously had equipped. When the spell 
expires, the old shield will be re-equipped and the Bound Shield will 
disappear. The Bound Shield has the same statistics as a Daedric 
Shield, save that it is weightless and carries a Constant Effect 
enchantment of Fortify Block 5 points on Self, Fortify Medium 
Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and 
Fortify Unarmored 5 points on Self. The Bound Shield may not be 
dropped, sold, or given to other people.

The Bound Shield can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Shield before it disappears, you can 
end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Shield. 
This will give you the Bound Shield whenever worn. Since the item is 
now a constant effect, you can keep the Bound Shield much longer. You 
can also instantly repair the Bound Shield merely by removing and 
re-equipping the enchanted item. However, you must avoid two things: 
First, never enchant a shield with a Bound Shield Constant Effect. 
Wearing such a shield will cause it to be permanently in your 
inventory. Similarly, two items which cancel each other out is an 
equally bad idea. (Thus a Helm with Bound Shield and a Shield with 
Bound Helm enchantments should never be worn at the same time). Secondly, 
it is even more imperative that you do not repair items gotten in this 
way. This can cause you to be stuck with the items forever. Thus, rings, 
belts and amulets are the best items to enchant. Players should not 
repair a constant effect Bound Shield. A broken Bound Shield cannot 
be repaired, disabled or deleted in the player save file without causing 
severe glitching (a bug that roots the player save to the spot and 
causes the player's model to vanish altogether). Only the "removeitem" 
command will successfully eliminate a broken Bound Shield.

Ingredients: None

Premade spells:

Bound Shield-60 seconds on Self
Cost: 6
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Bound Spear
<---------------------------------------------------------------------->
Bound Spear for D seconds

Base Cost: 2.0

Summons a magical Daedric Spear. This automatically becomes equipped and 
drawn, replacing whatever weapon you previously had equipped. When the 
spell expires, the old weapon will be re-equipped and the Bound Spear 
will disappear. The Bound Spear has the same statistics as a Daedric 
Spear, save that it is weightless and carries a Constant Effect 
enchantment of Fortify Spear 10 points on Self. The Bound Spear may not 
be dropped, sold, or given to other people. 

The Bound Spear can become damaged, just like other items. The duration 
of the spell normally runs out before this becomes an issue. However, 
if you repair the Bound Spear before it disappears, you can end up with 
a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Spear. This 
will give you the Bound Spear whenever worn. Since the item is now a 
constant effect, you can keep the Bound Spear much longer. You can also 
instantly repair the Bound Spear merely by removing and re-equipping the 
enchanted item. It is imperative that you do not repair items gotten in 
this way. This can cause you to be stuck with the items forever. Rings, 
belts and amulets are the best items to enchant. Players should not 
repair a constant effect Bound Spear. A broken Bound Spear cannot be 
repaired, disabled or deleted in the player save file without causing 
severe glitching (a bug that roots the player save to the spot and 
causes the player's model to vanish altogether). Only the "removeitem" 
command will successfully eliminate a broken Bound Spear.

Ingredients: None

Premade spells:

Bound Spear-60 seconds on Self
Cost: 6
Available from: Diren Vendu, Tel Mora, Tower Services
Masalinie Merian, Balmora, Guild of Mages
Heem-La, Ald'ruhn, Guild of Mages
Medila Indaren, Caldera, Guild of Mages

Command Creature
<---------------------------------------------------------------------->
Command Creature M levels for D seconds

Base Cost: 15

Makes the target fight for you and follow you for D seconds, where M 
stands for the target's level. This effect will work on all creatures, 
provided the spell strength is sufficiently high to capture their level. 
The afflicted will behave much like a summoned creature; ignoring your 
presence, engaging hostiles, and turning hostile if you hit them three 
times.

Commanded creatures are excellent targets for backstabs. Command spells 
that have become permanent can be broken by leaving the target in a 
cell, teleporting away, waiting three days, and returning. Commanded 
targets that respawn won't remain where you left them once the respawn 
is initiated. Even a low-duration Command spell can be effective at 
breaking up large groups of enemies if cast from stealth or a long 
distance. Enemies that turn against each other will continue fighting 
after the spell wears off, so long as you don't present yourself as a 
new target.

Ingredients: None

Premade spells:

Command Creature-5 points for 30 seconds on Target
Cost: 169
Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
Chamber

Command Humanoid
<---------------------------------------------------------------------->
Command Humanoid M levels for D seconds

Base Cost: 15

Makes the target fight for you and follow you for D seconds, where M 
stands for the target's level. This effect will work on all humanoid 
NPCs, provided the spell strength is sufficiently high to capture their 
level. The afflicted will behave much like a summoned creature; 
ignoring your presence, engaging hostiles, and turning hostile if you 
hit them three times.

Command Humanoid is a good means of bringing NPCs to different 
locations, as they will follow you, even into different cells, so long 
as the effect is active. You can use this to lure vendors out of their 
shops and loot the place, lure intended murder victims away from any 
potential witnesses, or bring non-freeable slaves into a location where 
you can free slaves, and free them there. It is also good just to bring 
service providers somewhere more convenient. You can bring a Guild Guide 
straight to your house, as well as a merchant, enchanter, spellmaker, 
and anyone else you might need. Another useful trick is to move NPCs 
who block doors, hallways, or other areas you need to get through. 
However, you should never use the effect in conjunction with the 
services of a transportation NPC or a trainer. If the effect is still 
active when you travel/train, the NPC may permanently vanish. Do not use 
those services until you are positive the spell is no longer in effect. 
Commanding a humanoid can make them non-hostile, even after the 
duration has ended.

Ingredients: None

Premade spells:

Commanding Touch-5 points for 10 seconds on Touch
Cost: 38
Available from: Estoril, Ald'ruhn, The Rat in the Pot;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Command Humanoid-5 points for 30 seconds on Target
Cost: 169
Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
Chamber

Summon Ancestral Ghost
<---------------------------------------------------------------------->
Summon Ancestral Ghost for D seconds

Base Cost: 7.0

Summons an Ancestral Ghost to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Ancestral Ghost to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it 
at the ground will result in a permanent summon. Multiple creatures can 
be summoned at once, as long as they are different creatures or are in 
separate spells.

The Ancestral Ghost drops nothing, has 23 Health, 100 Resist Common 
Disease, 100 Resist Frost, 100 Resist Normal Weapons, and 100 Resist 
Poison. It deals 1-5 points Melee Damage and can cast Ghost Curse, a 
spell with Damage Health 1-10 points for 1 second, Drain Fatigue 10 
points for 30 seconds, and Drain Endurance 5 points for 30 seconds, on 
Touch. It has a soul value of 100 (Common).

Ingredients: None

Premade spells:

Summon Ancestral Ghost*: 60 seconds on Self
Cost: 21
Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
Malven Romori, Vivec, Guild of Mages;
Heem-La, Ald'ruhn, Guild of Mages

Summon Bonelord
<---------------------------------------------------------------------->
Summon Ancestral Ghost for D seconds

Base Cost: 7.0

Summons an Ancestral Ghost to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Bonelord to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it 
at the ground will result in a permanent summon. Multiple creatures can 
be summoned at once, as long as they are different creatures or are in 
separate spells.

The Bonelord drops nothing, has 90 Health, 75 Resist Frost, 100 Resist 
Normal Weapons, 75 Resist Poison, and 75 Resist Shock. It deals 8-24 
points Melee Damage, can cast Grave Curse: Speed, a spell with Drain 
Speed 2-4 points for 60 seconds on Target, and can cast Second Barrier, 
a spell with Shield 20 points for 30 seconds on Self. It has a soul 
value of 100 (Common).

Ingredients: None

Premade spells:

Summon Bonelord-60 seconds on Self
Cost: 75
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Salver Lleran, Vivec, Telvanni Sorcerer;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Summon Bonewalker
<---------------------------------------------------------------------->
Summon Bonewalker for D seconds

Base Cost: 13.0

Summons a Bonewalker to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Bonewalker to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it at 
the ground will result in a permanent summon. Multiple creatures can be 
summoned at once, as long as they are different creatures or are in 
separate spells.

The Bonewalker drops nothing, has 60 Health, 75 Resist Frost, 75 Resist 
Poison, and 75 Resist Shock. It deals 4-12 points Melee Damage and can 
cast Grave Curse: Endurance, a spell with Drain Endurance 2-4 points for 
60 seconds on Target, Grave Curse: Strength, a spell with Drain Strength 
2-4 points for 60 seconds on Target, and can transmit Brown Rot Disease, 
a disease that drains Personality and Strength 10 points. It has a soul 
value of 75 (Common).

Ingredients: None

Premade spells:

Summon Least Bonewalker-60 seconds on Self
Cost: 39
Available from: Estoril, Ald'ruhn, The Rat in the Pot;
Heem-La, Ald'ruhn, Guild of Mages;
Masalinie Merian, Balmora, Guild of Mages;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Marayn Dren, Balmora, Guild of Mages;
Malven Romori, Vivec, Guild of Mages

Summon Centurion Sphere
<---------------------------------------------------------------------->
Summon Centurion Sphere for D seconds

Base Cost: 25.0

Summons a Centurion Sphere to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

There is a short period of time after a summoned creature is killed 
during which you can loot its corpse just before it vanishes. While 
most summons do not carry anything of much value, a few can be 
exploited in this way to harvest their gear. When exploiting this 
glitch, you should save, as the game sometimes freezes when you attempt 
to loot the creature. When you do successfully loot a summoned corpse, 
never choose the "Dispose Of Corpse" option. This will always freeze 
the game, as it creates a conflict with the script that makes the 
corpse disappear. Combining a 1 second summon and a 1 second Soultrap 
on Target into one spell and firing it at the ground will result in a 
permanent summon. Multiple creatures can be summoned at once, as long 
as they are different creatures or are in separate spells.

The Centurion Sphere drops Scrap Metal and has 75 Health. It deals 
5-15 points of Melee Damage and can cast Shock Shield, a spell with 
Lightning Shield 3 points for 20 seconds on Self. It has no soul.

Ingredients: None

Premade spells:

Dwemer Animunculi-Summon Centurion Sphere for 120 seconds
Cost: 75
Available from: the book Secrets of Dwemer Animunculi, Galom Daeus, 
Observatory

Summon Clannfear
<---------------------------------------------------------------------->
Summon Clannfear for D seconds

Base Cost: 22.0

Summons a Clannfear to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Combining a 1 
second summon and a 1 second Soultrap on Target into one spell and 
firing it at the ground will result in a permanent summon. Multiple 
creatures can be summoned at once, as long as they are different 
creatures or are in separate spells.

The Clannfear drops nothing and has 113 Health. It deals 6-18 points 
Melee Damage. It has a soul value of 100 (Common).

Ingredients: None

Premade spells:

Summon Clannfear-60 seconds on Self
Cost: 66
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Salver Lleran, Vivec, Telvanni Sorcerer;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Summon Daedroth
<---------------------------------------------------------------------->
Summon Daedroth for D seconds

Base Cost: 32.0

Summons a Daedroth to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Daedroth to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it 
at the ground will result in a permanent summon. Multiple creatures can 
be summoned at once, as long as they are different creatures or are in 
separate spells.

The Daedroth drops nothing, has 180 Health, and 100 Resist Normal 
Weapons. It deals 12-36 points Melee Damage and can cast Shockbloom, a 
spell with Shock Damage 1-25 points in 10 feet for 5 seconds on Target, 
Poisonbloom, a spell with Poison 1-20 points in 10 feet for 5 seconds 
on Target, Third Barrier, a spell with Shield 30 points for 30 seconds 
on Self, and Regenerate, a spell with Restore Health 1-5 points for 20 
seconds on Self. It has a soul value of 195 (Grand).

Ingredients: None

Premade spells:

Summon Daedroth-60 seconds on Self
Cost: 96
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Salver Lleran, Vivec, Telvanni Sorcerer;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber

Summon Dremora
<---------------------------------------------------------------------->
Summon Dremora for D seconds

Base Cost: 28.0

Summons a Dremora to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. There is a short 
period of time after a summoned creature is killed during which you can 
loot its corpse just before it vanishes. While most summons do not carry 
anything of much value, a few can be exploited in this way to harvest 
their gear. Most notable for this are the Dremora, which carry a random 
high-quality weapon (Dwarven, Ebony, or even Daedric). When exploiting 
this glitch, you should save, as the game sometimes freezes when you 
attempt to loot the creature. When you do successfully loot a summoned 
corpse, never choose the "Dispose Of Corpse" option. This will always 
freeze the game, as it creates a conflict with the script that makes 
the corpse disappear. Combining a 1 second summon and a 1 second 
Soultrap on Target into one spell and firing it at the ground will 
result in a permanent summon. Multiple creatures can be summoned at 
once, as long as they are different creatures or are in separate spells.

The Dremora drops a Daedra Heart and a random leveled weapon, which 
progresses as follows according to player level: PC Level 1 can be a 
Dreugh Club, Dreugh Staff, Dwarven Battle Axe, Dwarven Claymore, Dwarven 
Halberd, Dwarven Mace, Dwarven Shortsword, Dwarven Spear, Dwarven War 
Axe, or Dwarven Warhammer; at PC level 14, it adds an Ebony Shortsword, 
Ebony War Axe, or Ebony Broadsword; at PC level 15, it adds an Ebony 
Longsword, Ebony Mace, Ebony Spear, or Ebony Staff; at PC level 16, it 
adds a Daedric Staff, Daedric Tanto, Daedric Club, Daedric Dagger, or 
Daedric Shortsword; at PC level 17, it adds a Daedric Spear, Daedric 
Wakizashi, Daedric War Axe, Daedric Battle Axe, Daedric Katana, Daedric 
Mace, or Daedric Longsword; and at PC level 18, it adds a Daedric 
Warhammer, Daedric Dai-katana, or Daedric Claymore.  The Dremora has 
160 Health, 100 Resist Normal Weapons, and 20 Reflect. It deals 9-27 
points of Melee Damage, plus its weapon, and can cast Second Barrier, a 
spell with Shield 20 points for 30 seconds on Self. It has a soul value 
of 100 (Common).

Ingredients: None

Premade spells:

Summon Dremora-60 seconds on Self
Cost: 84
Available from: Diren Vendu, Tel Mora, Tower Services;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Summon Flame Atronach
<---------------------------------------------------------------------->
Summon Flame Atronach for D seconds

Base Cost: 23.0

Summons a Flame Atronach to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Flame Atronach to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it 
at the ground will result in a permanent summon. Multiple creatures can 
be summoned at once, as long as they are different creatures or are in 
separate spells.

The Flame Atronach drops nothing, has 75 Health, 100 Resist Fire, -60 
Resist Frost (or 60 Weakness to Frost), 100 Resist Normal Weapons, and 
20 Reflect. It deals 7-21 points Melee Damage and can cast Firebloom, a 
spell with Fire Damage 1-25 points in 10 feet for 5 seconds on Target. 
It has a soul value of 105 (Common).

Ingredients: None

Premade spells:

Summon Flame Atronach-60 seconds on Self
Cost: 69
Available from: Malven Romori, Vivec, Guild of Mages;
Salver Lleran, Vivec, Telvanni Sorcerer;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Medila Indaren, Caldera, Guild of Mages;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Summon Frost Atronach
<---------------------------------------------------------------------->
Summon Frost Atronach for D seconds

Base Cost: 27.0

Summons a Frost Atronach to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Frost Atronach to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it 
at the ground will result in a permanent summon. Multiple creatures can 
be summoned at once, as long as they are different creatures or are in 
separate spells.

The Frost Atronach drops nothing, has 105 Health, -50 Resist Fire (or 
50 Weakness to Fire), 100 Resist Frost, 100 Resist Normal Weapons, and 
20 Reflect. It deals 9-27 points Melee Damage and can cast Frostbloom, a 
spell with Frost Damage 1-25 points in 10 feet for 5 seconds on Target. 
It has a soul value of 138 (Greater).

Ingredients: None

Premade spells:

Summon Frost Atronach-60 seconds on Self
Cost: 81
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Salver Lleran, Vivec, Telvanni Sorcerer;
Uleni Heleran, Wolverine Hall, Mages Guild

Summon Golden Saint
<---------------------------------------------------------------------->
Summon Golden Saint for D seconds

Base Cost: 55.0

Summons a Golden Saint to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Golden Saints 
are the best for this, as they have the largest souls available short of 
a few unique deities. There is a short period of time after a summoned 
creature is killed during which you can loot its corpse just before it 
vanishes. While most summons do not carry anything of much value, a 
few can be exploited in this way to harvest their gear. Most notable 
for this is the Golden Saint, which is armed with a good weapon and 
shield. (This is one of the only ways to acquire a Daedric Tower 
Shield.) When exploiting this glitch, you should save, as the game 
sometimes freezes when you attempt to loot the creature. When you do 
successfully loot a summoned corpse, never choose the "Dispose Of 
Corpse" option. This will always freeze the game, as it creates a 
conflict with the script that makes the corpse disappear. Combining a 
1 second summon and a 1 second Soultrap on Target into one spell and 
firing it at the ground will result in a permanent summon. Multiple 
creatures can be summoned at once, as long as they are different 
creatures or are in separate spells.

The Golden Saint drops a random weapon and random shield from the 
following lists. The weapon can be a Glass Claymore, Glass Dagger, 
Glass Firesword, Glass Frostsword, Glass Halberd, Glass Jinkblade, Glass 
Longsword, Glass Poisonsword, Glass Staff, Glass Stormsword, Ebony 
Broadsword, Ebony Longsword, Ebony Mace, Ebony Shortsword, Ebony Spear, 
Ebony Staff, Daedric Dagger, or Daedric Katana. The shield can be a 
Daedric Shield, Daedric Tower Shield, Dragonscale Tower Shield, Dreugh 
Shield, Dwemer Shield, Ebony Shield, Ebony Tower Shield, Feather Shield, 
Glass Shield, Glass Tower Shield, Imperial Shield, Indoril Shield, Iron 
Shield, Iron Tower Shield, Netch Leather Shield, Netch Leather Tower 
Shield, Nordic Leather Shield, Orcish Tower Shield, Shield of Wounds, or 
Shield of Light. The Golden Saint has 250 Health, 50 Resist Fire, 50 
Resist Frost, 100 Resist Normal Weapons, 50 Resist Shock, and 20 
Reflect. It deals 20-60 points Melee Damage plus its weapon and can 
cast Dispel, a spell with Dispel 100 points on Self, and Shock Shield, 
a spell with Lightning Shield 3 points for 20 seconds on Self. It has a 
soul value of 400 (Grand).

Ingredients: None

Premade spells:

Summon Golden Saint-60 seconds on Self
Cost: 165
Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
Chamber

Summon Greater Bonewalker
<---------------------------------------------------------------------->
Summon Greater Bonewalker for D seconds

Base Cost: 15.0

Summons a Greater Bonewalker to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Greater Bonewalker 
to replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. There is a short period 
of time after a summoned creature is killed during which you can loot 
its corpse just before it vanishes. While most summons do not carry 
anything of much value, a few can be exploited in this way to harvest 
their gear. When exploiting this glitch, you should save, as the game 
sometimes freezes when you attempt to loot the creature. When you do 
successfully loot a summoned corpse, never choose the "Dispose Of 
Corpse" option. This will always freeze the game, as it creates a 
conflict with the script that makes the corpse disappear. Combining a 
1 second summon and a 1 second Soultrap on Target into one spell and 
firing it at the ground will result in a permanent summon. Multiple 
creatures can be summoned at once, as long as they are different 
creatures or are in separate spells.

The Greater Bonewalker drops 0-5 Bonemeal and some random loot, has 100 
Health, 75 Resist Frost, 75 Resist Poison, and 75 Resist Shock. It deals 
5-15 points Melee Damage and can cast Dread Curse: Endurance, a spell 
with Damage Endurance 5-12 points for 1 second on Touch, Dread Curse: 
Strength, a spell with Damage Strength 5-12 points for 1 second on 
Touch, and can transmit Brown Rot disease, a disease with Drain 
Personality & Strength 10 Points. It has a soul value of 75 (Common).

Ingredients: None

Premade spells:

Summon Greater Bonewalker-60 seconds on Self
Cost: 45
Available from: Uleni Heleran, Wolverine Hall, Mages Guild;
Malven Romori, Vivec, Guild of Mages

Summon Hunger
<---------------------------------------------------------------------->
Summon Hunger for D seconds

Base Cost: 29.0

Summons a Hunger to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Hunger to replenish 
their Magicka, by summoning a creature, striking it three times, and 
then absorbing the spells it casts. Combining a 1 second summon and a 1 
second Soultrap on Target into one spell and firing it at the ground 
will result in a permanent summon. Multiple creatures can be summoned 
at once, as long as they are different creatures or are in separate 
spells.

The Hunger drops nothing, has 170 Health, 100 Resist Fire, 100 Resist 
Frost, 100 Resist Normal Weapons, 100 Resist Poison, and 100 Resist 
Shock. It deals 11-33 Melee Damage and can cast Disintegrate Armor, a 
spell with Disintegrate Armor 6-25 points for 1 second on Target, 
Disintegrate Weapon, a spell with Disintegrate Weapon 6-25 points for 1 
second on Target, and Paralysis, a spell with Paralyze for 5 seconds 
on Touch. It has a soul value of 250 (Grand).

Ingredients: None

Premade spells:

Summon Hunger-60 seconds on Self
Cost: 87
Available from: Diren Vendu, Tel Mora, Tower Services;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Salver Lleran, Vivec, Telvanni Sorcerer

Summon Scamp
<---------------------------------------------------------------------->
Summon Scamp for D seconds

Base Cost: 12.0

Summons a Scamp to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Combining a 1 
second summon and a 1 second Soultrap on Target into one spell and 
firing it at the ground will result in a permanent summon. Multiple 
creatures can be summoned at once, as long as they are different 
creatures or are in separate spells.

The Scamp drops nothing, has 45 Health, 50 Resist Fire, 50 Resist Frost, 
100 Resist Normal Weapons, 75 Resist Poison, and 50 Resist Shock. It 
deals 5-15 points Melee Damage. It has a soul value of 100 (Common).

Ingredients: None

Premade spells:

Summon Scamp-60 seconds on Self
Cost: 36
Available from: Leles Birian, Ascadian Isles Region;
Medila Indaren, Caldera, Guild of Mages;
Malven Romori, Vivec, Guild of Mages;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Summon Skeletal Minion
<---------------------------------------------------------------------->
Summon Skeletal Minion for D seconds

Base Cost: 13.0

Summons a Skeletal Minion to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. There is a 
short period of time after a summoned creature is killed during which 
you can loot its corpse just before it vanishes. While most summons do 
not carry anything of much value, a few can be exploited in this way to 
harvest their gear. When exploiting this glitch, you should save, 
as the game sometimes freezes when you attempt to loot the creature. 
When you do successfully loot a summoned corpse, never choose the 
"Dispose Of Corpse" option. This will always freeze the game, as it 
creates a conflict with the script that makes the corpse disappear. 
Combining a 1 second summon and a 1 second Soultrap on Target into 
one spell and firing it at the ground will result in a permanent 
summon. Multiple creatures can be summoned at once, as long as they 
are different creatures or are in separate spells.

The Skeletal Minion drops Bonemeal, an Iron Shield, and a random weapon, 
has 38 Health, 100 Resist Common Disease, 100 Resist Frost, 100 Resist 
Poison, and 50 Resist Shock. It deals 1-9 Melee Damage plus its weapon. 
It has a soul value of 30 (Petty).

Ingredients: None

Premade spells:

Summon Skeletal Minion-60 seconds on Self
Cost: 39
Available from: Estoril, Ald'ruhn, The Rat in the Pot;
Heem-La, Ald'ruhn, Guild of Mages;
Marayn Dren, Balmora, Guild of Mages;
Uleni Heleran, Wolverine Hall, Mages Guild;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Malven Romori, Vivec, Guild of Mages;
Medila Indaren, Caldera, Guild of Mages

Summon Storm Atronach
<---------------------------------------------------------------------->
Summon Storm Atronach for D seconds

Base Cost: 38.0

Summons a Storm Atronach to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Storm Atronach to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it 
at the ground will result in a permanent summon. Multiple creatures can 
be summoned at once, as long as they are different creatures or are in 
separate spells.

The Storm Atronach drops nothing, has 200 Health, 100 Resist Normal 
Weapons, 75 Resist Poison, 100 Resist Shock, and 20 Reflect. It deals 
15-45 points Melee Damage and can cast Shockbloom, a spell with Shock 
Damage 1-25 in 10 feet for 5 seconds on Target, and Shock Shield, a 
spell with Lightning Shield 3 points for 20 seconds on Self. It has a 
soul value of 150 (Greater).

Ingredients: None

Premade spells:

Summon Storm Atronach-60 seconds on Self
Cost: 114
Available from: Diren Vendu, Tel Mora, Tower Services;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Salver Lleran, Vivec, Telvanni Sorcerer;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Summon Winged Twilight
<---------------------------------------------------------------------->
Summon Winged Twilight for D seconds

Base Cost: 52.0

Summons a Winged Twilight to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. There is a 
short period of time after a summoned creature is killed during which 
you can loot its corpse just before it vanishes. While most summons do 
not carry anything of much value, a few can be exploited in this way to 
harvest their gear. When exploiting this glitch, you should save, 
as the game sometimes freezes when you attempt to loot the creature. 
When you do successfully loot a summoned corpse, never choose the 
"Dispose Of Corpse" option. This will always freeze the game, as it 
creates a conflict with the script that makes the corpse disappear. 
Combining a 1 second summon and a 1 second Soultrap on Target into 
one spell and firing it at the ground will result in a permanent 
summon. Multiple creatures can be summoned at once, as long as they 
are different creatures or are in separate spells.

The Winged Twilight drops 0-3 Void Salt, has 220 Health, 50 Resist Fire, 
50 Resist Frost, 75 Resist Poison, 50 Resist Shock, and 20 Reflect. It 
deals 15-45 points Melee Damage. It has a soul value of 300 (Grand).

Ingredients: None

Premade spells:

Summon Winged Twilight-60 seconds on Self
Cost: 156
Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
Chamber

Turn Undead
<---------------------------------------------------------------------->
Turn Undead M points for D seconds

Base Cost: 0.2

Decrease the confidence (willingness to fight) of an undead creature. 
Afflicted targets will disengage combat and attempt to run away in fear. 

Turn Undead is among the game's most powerful disabling effects. Any 
fleeing creature cannot damage you. A good spell can send an entire 
army of undead running. This makes, for instance, excellent Marksman 
practice. If you get in the target's way, it may still attack you. 
Likewise, any target you attack repeatedly may come back to retaliate. 
Casting the spell on NPCs will qualify as assault.

Ingredients: None

Premade spells:

Holy Word-5 points for 60 seconds on Target
Cost: 5
Available from: Folvys Andalor, Ald'ruhn, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer

Turn Undead-50 points for 10 seconds on Touch
Cost: 5
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Lloros Sarano, Ald'ruhn, Temple;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Relms Gilvilo, Vivec, Redoran Temple Shrine

Holy Touch-10 points for 60 seconds on Touch
Cost: 6
Available from: Eldrilu Dalen, Vos, Vos Chapel;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Mehra Drora, Gnisis, Temple

Saintly Touch-25 points for 60 seconds on Touch
Cost: 15
Available from: Nilvyn Drothan, Ghostgate, Temple

Saintly Word-25 points for 60 seconds on Target
Cost: 23
Available from: Elynu Saren, Suran, Temple

Destruction							{SPL004}
o======================================================================o

Damage Attribute
<---------------------------------------------------------------------->
Damage Attribute M points

Base Cost: 8

Permanently lowers one of the eight Attributes of the target by M 
points. Derived attributes such as Fatigue, Magicka, and Encumbrance 
will be recalculated. The attribute can only be restored by the use of a 
Restore Attribute effect.

Ingredients: Wickwheat**
**Because no other ingredient in the game has this effect, you cannot 
make a potion with this effect.

Premade spells:

Clench-Damage Speed 1-20 points on Touch
Cost: 4
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Fevyn Ralen, Vivec, Telvanni Mage

Emasculate-Damage Endurance 1-20 points on Touch
Cost: 4
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Salver Lleran, Vivec, Telvanni Sorcerer;
Mertisi Andavel, Tel Branora, Upper Tower

Evil Eye-Damage Personality 1-10 points on Touch
Cost: 2
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Salver Lleran, Vivec, Telvanni Sorcerer

Fuddle-Damage Intelligence 1-20 points on Touch
Cost: 4
Available from: Elynu Seran, Suran, Temple;
Estirdalin, Balmora, Guild of Mages;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Farena Arelas, Tel Uvirith, Arelas' House

Hex-Damage Luck 1-20 points on Touch
Cost: 4
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Salver Lleran, Vivec, Telvanni Sorcerer;
Orrent Geontene, Ald'ruhn, Guild of Mages

Stumble-Damage Agility 1-20 points on Touch
Cost: 4
Available from: Fevyn Ralen, Vivec, Telvanni Mage

Woe-Damage Willpower 1-20 points on Touch
Cost: 4
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Fevyn Ralen, Vivec, Telvanni Mage

Damage Fatigue
<---------------------------------------------------------------------->
Damage Fatigue M points

Base Cost: 4

Permanently lowers the target's Fatigue by M points. If the target's 
Fatigue is reduced below 0, they will pass out and collapse to the 
ground. 

Spells that reduce Fatigue will not reduce the value below 0, so the 
knockout blow must always come from a physical attack. There are quests 
in the game that require you to physically disable an opponent without 
killing them. The only ways to do that are with the Hand-to-Hand skill 
and with this effect.

Ingredients: Poison**
**Since no other ingredients carry this effect, you can never make a 
potion with this effect.

Premade spells:

Fleabite-1-10 points on Touch
Cost: 1
Available from: Estirdalin, Balmora, Guild of Mages

Doze-1-20 points on Touch
Cost: 2
Available from: Medila Indaren, Caldera, Guild of Mages

Hornhand-15-36 points on Touch
Cost: 5
Available from: Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Damage Health
<---------------------------------------------------------------------->
Damage Health M points

Base Cost: 8

Permanently lowers the Health of the target by M points. This is one 
means of attacking creatures that are resistant to elemental damage 
such as Fire and Frost, though it is considerably more expensive in 
terms of casting cost.

Absorb Health is generally a better effect to use, as it has the same 
casting cost but has the added benefit of restoring your Health.

Ingredients: Meadow Rye, Nirthfly Stalks*, Noble Sedge Flowers*, 
Poison, Scrib Cabbage

Premade spells:

Spirit Knife-1-20 points on Touch
Cost: 4
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Medila Indaren, Caldera, Guild of Mages;
Malven Romori, Vivec, Guild of Mages;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Stormhand-5-12 points on Touch, Shock Damage 5-12 points on Touch
Cost: 6
Available from: Nelso Salenim, Sadrith Mora, Telvanni Council House, 
Entry

Blackhand-5-12 points on Touch, Poison 5-12 points on Touch
Cost: 7
Available from: Mertisi Andavel, Tel Branora, Upper Tower;
Orrent Geontene, Ald'ruhn, Guild of Mages

Heartbite-10-50 points on Touch
Cost: 12
Available from: Aldaril, Buckmoth Legion Fort, Interior

Daedric Bite-50 points on Target
Cost: 30
Available from: Uvele Berendas, Indarys Manor, Berendas' House

Damage Magicka
<---------------------------------------------------------------------->
Damage Magicka M points

Base Cost: 8

Permanently lowers the Magicka of the target by M points.

Ingredients: Durzog Meat**
**Since there are no other ingredients that carry this effect, it is 
impossible to create potions with this effect.

Premade spells:

Soulpinch-1-20 points on Touch
Cost: 4
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Llaros Uvayn, Caldera, Governor's Hall;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Disintegrate Armor
<---------------------------------------------------------------------->
Disintegrate Armor M points for D seconds

Base Cost: 6

Damages the armor of the target, decreasing its effectiveness. M is the 
number of points of damage the item will receive for the duration. It 
damages one piece of equipment at a time, in the following order: 
Shield, Cuirass, Left Pauldron, Right Pauldron, Left Gauntlet, Right 
Gauntlet, Helm, Greaves, and finally Boots. If the armor is damaged to 
the point of breaking, it will immediately be unequipped, and the 
target will automatically equip the next-most-valuable item of that 
type in their inventory (if they have one).

Disintegrate Armor can be one way to acquire a target's armor without 
killing them. Once it is broken, you can cast Calm on them, pickpocket 
the armor from them, and repair it to use yourself. When applied on 
Self, this effect will only work if it targets equipment which has 
already sustained some damage. This applies both to custom spells and 
enchanted items using this effect.

Ingredients: None

Premade spells: 

Armor Eater-10-30 points on Touch
Cost: 6
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
Medila Indaren, Caldera, Guild of Mages;
Heem-La, Ald'ruhn, Guild of Mages;
Salver Lleran, Vivec, Telvanni Sorcerer

Disintegrate Weapon
<---------------------------------------------------------------------->
Disintegrate Weapon M points for D seconds

Base Cost: 6

This effect will damage the target's weapon, decreasing its 
effectiveness. M is the number of points of damage the item will 
receive per second for the duration. The effect will only damage a 
weapon if it is equipped and drawn. Enemies not in combat will not be 
affected by this effect, but because it is a hostile effect, the first 
casting will cause them to draw their weapon and attack. Casting this 
effect on a non-hostile target is a crime. If the weapon is damaged to 
the point of breaking, it will immediately be unequipped, and the 
target will automatically equip the next-most-valuable weapon in their 
inventory (if they have one).

When applied on Self, this effect will only work if it targets 
equipment which has already sustained some damage. This applies both to 
custom spells and enchanted items.

Ingredients: None

Premade spells:

Weapon Eater-6-25 points on Touch
Cost: 5
Available from: Fevyn Ralen, Vivec, Telvanni Mage;
Medila Indaren, Caldera, Guild of Mages;
Heem-La, Ald'ruhn, Guild of Mages;
Salver Lleran, Vivec, Telvanni Sorcerer

Drain Attribute
<---------------------------------------------------------------------->
Drain Attribute M points for D seconds

Base Cost: 1

Temporarily lowers one of the target's attributes by M points for D 
seconds. Derived attributes such as Fatigue, Health, Magicka, and 
Encumbrance will be recalculated if needed. After the spell expires, 
the attribute will be restored to its former value.

There is a bug with this effect if you are under the Fortify Attribute 
effect when it hits you. Your attribute will not restore like it is 
supposed to, making this effect behave more like Damage Attribute. The 
only way to solve this is to remove the Fortify Attribute effect and 
then cast a Restore Attribute effect. You may then restore the Fortify 
Attribute effect to return the attribute to its former value. If you 
drain your own Intelligence to zero, your Magicka bar will restore to 
full when your Intelligence returns to normal. This is very useful for 
those with the Atronach birthsign, although many (myself included) 
consider it cheating.

Ingredients: Drain Agility: Ash Salts*, Black Anther*, Daedra's Heart, 
Diamond*, Emerald, Hypha Facia, Pearl*, Raw Ebony*, Ruby;
Drain Endurance: Bittergreen Petals, Black Anther, Bungler's Bane, 
Emerald, Moon Sugar, Void Salts, Wolfsbane Petals;
Drain Intelligence: Alit Hide*, Coda Flower, Gravedust*, Human Flesh, 
Muck*, Raw Glass*, Scrib Cabbage;
Drain Luck: Chokeweed*, Dreugh Wax, Gold Kanet, Gravetar, Hypha Facia*, 
Moon Sugar, Stoneflower Petals;
Drain Personality: Bonemeal, Coda Flower*, Heather, Human Flesh, Muck, 
Netch Leather, Scales*, Shalk Resin, Sload Soap*, Willow Anther*;
Drain Speed: Black Lichen, Bungler's Bane*, Frost Salts*, Heather, 
Kresh Fiber, Meadow Rye, Nirthfly Stalks, Raw Glass, Red Lichen*, 
Trama Root;
Drain Strength: Black Lichen*, Bungler's Bane, Ectoplasm, Green Lichen, 
Heartwood, Raw Glass, Saltrice, Scathecraw*, Spore Pod*;
Drain Willpower: Ampoule Pod, Chokeweed, Corprus Weepings, Dreugh Wax, 
Marshmerrow, Racer Plumes*, Roobrush*

Premade spells:

Clumsy Touch-Drain Agility 5-20 points for 30 seconds on Touch
Cost: 19
Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
Orrent Geontene, Ald'ruhn, Guild of Mages

Distraction-Drain Intelligence 5-20 points for 30 seconds on Target
Cost: 28
Available from: Heem-La, Ald'ruhn, Guild of Mages

Enervate-Drain Endurance 5-20 points for 30 seconds on Target
Cost: 28
Available from: Heem-La, Ald'ruhn, Guild of Mages

Spite-Drain Personality 5-20 points for 30 seconds on Target
Cost: 28
Available from: Heem-La, Ald'ruhn, Guild of Mages

Temptation-Drain Willpower 5-20 points for 30 seconds on Target
Cost: 28
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Torpor-Drain Speed 5-20 points for 30 seconds on Target
Cost: 28
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt

Strength Leech-Drain Strength 5-20 points for 30 seconds on Touch
Cost: 30
Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Distracting Touch-Drain Intelligence 5-20 points for 60 seconds on Touch
Cost: 38
Available from: Estoril, Ald'ruhn, The Rat in the Pot

Blood Despair-Drain Willpower 7-14 points for 60 seconds on Target
Cost: 47
Available from: Elynu Saren, Suran, Temple;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Farena Arelas, Tel Uvirith, Arelas' House

Wild Distraction-Drain Intelligence 5-20 points for 60 seconds on Target
Cost: 56
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Diren Vendu, Tel Mora, Tower Services;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Drain Fatigue
<---------------------------------------------------------------------->
Drain Fatigue M points for D seconds

Base Cost: 2

Temporarily lowers the target's Fatigue. The target will collapse to 
the ground if Fatigue drops below zero. When the spell expires, the 
target regains the lost Fatigue.

Ingredients: Bear Pelt*, Bonemeal, Comberry*, Corprus Weepings*, 
Corprusmeat*, Guar Hide*, Hypha Facia, Kagouti Hide*, Kwama Cuttle, 
Luminous Russula, Marshmerrow, Shalk Resin*, Snow Bear Pelt*, Snow 
Wolf Pelt*, Spore Pod, Violet Coprinus, Wolf Pelt*

Premade spells:

Wearying Touch-5-20 points for 30 seconds on Touch
Cost: 38
Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Uvele Berendas, Indarys Manor, Berendas' House

Sleep-5-15 points for 30 seconds on Target
Cost: 45
Available from: Eraamion, Caldera, Guild of Mages;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Salama Andrethi, Tel Mora, Tower Services;
Tinaso Alan, Tel Mora, Tower Services;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Estoril, Ald'ruhn, The Rat in the Pot;
Heem-La, Ald'ruhn, Guild of Mages;
Salen Ravel, Maar Gan, Shrine;
Uleni Heleran, Wolverine Hall, Mages Guild

Exhausting Touch-5-20 points for 60 seconds on Touch
Cost: 75
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Imare, Balmora, Hlaalu Council Manor;
Diren Vendu, Tel Mora, Tower Services;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Ordeal of St. Olms-5-20 points for 60 seconds on Touch
Cost: 75
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Ethasi Rilvayn, Balmora, Morag Tong Guild;
Lloros Sarano, Ald'ruhn, Temple;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Diren Vendu, Tel Mora, Tower Services;
Imare, Balmora, Hlaalu Council Manor;
Nilvyn Drothan, Ghostgate, Temple

Wild Exhaustion-5-15 points for 60 seconds on Touch
Cost: 90
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Ethasi Rilvayn, Balmora, Morag Tong Guild;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Diren Vendu, Tel Mora, Tower Services;
Imare, Balmora, Hlaalu Council Manor

Drain Health
<---------------------------------------------------------------------->
Drain Health M points for D seconds

Base Cost: 4

Temporarily lowers the target's Health. If the victim is still alive 
when the spell expires, they will regain the lost Health.

This effect will deliver a killing blow if it drops Health below 0. An 
excellent way to kill enemies is to Drain Health 100 points for 1 
second. It can be compounded by adding a Soultrap for 1 second effect, 
or it can have its magnitude doubled by combining with Weakness to 
Magicka 100 points for 1 second. While this can be somewhat costly in 
terms of Magicka, Drain Health has the lowest base cost in the entire 
College of Destruction and very few creatures have blanket Resist 
Magicka. Drain Health deals non-elemental damage. You can take this 
even further and create a spell of Weakness to Magicka 400% combined 
with Drain Health 400 points for a spell that deals 2000 damage, the 
highest possible damage in the game. Such a spell costs 240 Magicka to 
cast. This is sufficient to kill anything vulnerable to Magicka-even 
Dagoth Ur himself. However, to cast it, you will need to fortify either 
Willpower, Luck, or Destruction to sufficient levels to successfully 
cast the spell.

Ingredients: Coda Flower, Corprusmeat, Ectoplasm, Fire Petal, Fire 
Salts*, Gold Kanet*, Gravetar, Green Lichen, Horn Lily Bulb*, Roobrush, 
Ruby*, Scathecraw, Scrap Metal*

Premade spells:

Drain Blood-5 points for 30 seconds on Touch, Drain Magicka 5 points 
for 30 seconds on Touch
Cost: 60
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Uleni Heleran, Wolverine Hall, Mages Guild;
Diren Vendu, Tel Mora, Tower Services;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Tinaso Alan, Tel Mora, Tower Services;
Urtiso Maryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Drain Magicka
<---------------------------------------------------------------------->
Drain Magicka M points for D seconds

Base Cost: 4

Temporarily lowers the target's Magicka. If done at sufficient 
magnitude, this can severely cripple spellcasters. When the spell 
expires, the victim will regain the lost Magicka.

Ingredients: Belladonna Berries, Bittergreen Petals, Bloat*, 
Corprusmeat, Golden Sedge Flowers*, Grahl Eyeball, Gravedust, Kresh 
Fiber, Rat Meat*, Red Lichen, Scamp Skin*, Timsa-Come-By Flowers, 
Trama Root

Premade spells:

Wild Flay Spirit-1-20 points for 3 seconds on Target
Cost: 9
Available from: Heem-La, Ald'ruhn, Guild of Mages

Drain Blood-5 points for 30 seconds on Touch, Drain Health 5 points 
for 30 seconds on Touch
Cost: 60
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Uleni Heleran, Wolverine Hall, Mages Guild;
Diren Vendu, Tel Mora, Tower Services;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Tinaso Alan, Tel Mora, Tower Services;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Gash Spirit-5-20 points for 30 seconds on Touch
Cost: 75
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Imare, Balmora, Hlaalu Council Manor;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Diren Vendu, Tel Mora, Tower Services;
Salver Lleran, Vivec, Telvanni Sorcerer;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Gash Spirit (Ranged)-5-20 points for 30 seconds on Target
Cost: 113
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild

Magicka Leech-6-15 points for 60 seconds on Touch
Cost: 126
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Flay Spirit-5-20 points for 60 seconds on Touch
Cost: 150
Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
Chamber

Drain Skill
<---------------------------------------------------------------------->
Drain Skill M points for D seconds

Base Cost: 1

Temporarily lowers one of the target's skills by M points for D 
seconds. When the spell expires, the skill will be restored to its 
former value.

There is a bug with this effect. If you are hit with it while under a 
Fortify Skill effect, it will not return to its former value like it is 
supposed to. The only way to solve this is to remove the Fortify Skill 
effect, cast a Restore Skill effect, and replace the Fortify Skill 
effect. This will return the skill to its former value. It should be 
noted that Restore Skill is unavailable for learning or through 
potions; it exists only at the shrines and altars throughout the game.

This effect is the source of a famous exploit called "Drain and Train." 
If you wish, you may create a custom spell that drains a given skill by 
100 for 1 second on Self. If you speak to a trainer for that skill while 
under the effect, they will train you for 1 gold, but when the effect 
expires your skill will be one rank higher than before you cast the 
spell. This exploit can be used to have any trainer, regardless of their 
intended maximum, train any skill to 100, and do so for 1 gold per rank. 
Needless to say, most people, including myself, consider this cheating.

Ingredients: Horker Tusk**
**No other ingredient carries this effect, so you can never create a 
potion with this effect.

Premade spells:

Drain Athletics-Drain Athletics 5-20 points for 60 seconds on Target
Cost: 56
Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Drain Block-Drain Block 5-20 points for 60 seconds on Target
Cost: 56
Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Drain Destruction-Drain Destruction 5-20 points for 60 seconds on 
Target
Cost: 56
Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Scourge Blade-Drain Short & Long Blade 5-20 points each for 30 
seconds on Target
Cost: 56
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Fire Damage
<---------------------------------------------------------------------->
Fire Damage M points for D seconds

Base Cost: 5

Damages the target using fire by M points for D seconds.

Dark Elves are 75% resistant to fire. Since they are by far the most 
populous race in the game, Fire Damage is of somewhat limited utility 
in battling NPCs. However, enough creatures are weak to Fire or immune 
to other elements to ensure that Fire Damage retains a great deal of 
usefulness.

Ingredients: None

Premade spells:

Cruel Firebloom-10-16 points in 10 feet on Target
Cost: 7
Available from: Malven Romori, Vivec, Guild of Mages

Fireball-2-20 points in 5 feet on Target
Cost: 5
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Salver Lleran, Vivec, Telvanni Sorcerer;
Malven Romori, Vivec, Guild of Mages

Fire Bite*-15-30 points on Touch
Cost: 6
Available from: Estirdalin, Balmora, Guild of Mages

Greater Fireball-2-40 points in 10 feet on Target
Cost: 10
Available from: Heem-La, Ald'ruhn, Guild of Mages;
Malven Romori, Vivec, Guild of Mages;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber

Firestorm-1-10 points for 10 seconds in 10 feet on Target
Cost: 23
Available from: Fevyn Ralen, Vivec, Telvanni Mage;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber

God's Fire-11-60 points for 10 seconds in 10 feet on Target
Cost: 135
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Frost Damage
<---------------------------------------------------------------------->
Frost Damage M points for D seconds

Base Cost: 5

Damages the target using frost by M points for D seconds.

Nords are immune to Frost, so avoid using this effect against them. 
This is especially relevant in the Bloodmoon expansion, as Solstheim is 
mostly populated by Nords and other frost-resistant creatures. Most 
undead are resistant or immune to frost, as well.

Ingredients: Bristleback Leather, Holly Berries, Raw Stalhrim

Premade spells:

Frost Bite-15-30 points on Touch
Cost: 6
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Estirdalin, Balmora, Guild of Mages

Greater Frostball-2-40 points in 10 feet on Target
Cost: 10
Available from: Heem-La, Ald'ruhn, Guild of Mages;
Salver Lleran, Vivec, Telvanni Sorcerer

Frost Storm-1-10 points for 10 seconds in 10 feet on Target
Cost: 23
Available from: Diren Vendu, Tel Mora, Tower Services;
Fevyn Ralen, Vivec, Telvanni Mage

God's Frost-11-60 points for 10 seconds in 10 feet on Target
Cost: 135
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Poison
<---------------------------------------------------------------------->
Poison M points for D seconds

Base Cost: 9

Damages the target using poison by M points for D seconds.

Of the elemental damage effects, Poison is the least useful. First, it 
is the most expensive in terms of Magicka cost. Second, there are more 
creatures with Poison immunity than any of the other three elements 
(for example, most undead). Finally, there is a Cure Poison effect, 
which immediately arrests any ongoing Poison damage when cast. There is 
no equivalent effect for the other three elements.

Ingredients: Adamantium Ore, Lloramor Spines, Luminous Russula, 
Noble Sedge Flowers, Poison, Violet Coprinus

Premade spells: 

Black Hand-5-12 points on Touch, Damage Health 5-12 points on Touch
Cost: 7
Available from: Mertisi Andavel, Tel Branora, Upper Tower;
Orrent Geontene, Ald'ruhn, Guild of Mages

Poison-2-20 points in 5 feet on Target
Cost: 9
Available from: Estirdalin, Balmora, Guild of Mages

Poisonous Touch-15-40 points on Touch
Cost: 12
Available from: Estirdalin, Balmora, Guild of Mages

Poisonbloom-1-20 points in 5 seconds in 10 feet on Target
Cost: 39
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Mertisi Andavel, Tel Branora, Upper Tower;
Uvele Berendas, Indarys Manor, Berendas' House;
Estoril, Ald'ruhn, The Rat in the Pot;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Viperbolt-10-50 points for 2 seconds in 10 feet on Target
Cost: 44
Available from: Estoril, Ald'ruhn, The Rat in the Pot;
Salama Andrethi, Tel Mora, Tower Services

Deadly Poison-1-20 points for 10 seconds on Touch
Cost: 47
Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Estoril, Ald'ruhn, The Rat in the Pot

Toxic Cloud-2-15 points for 10 seconds in 10 feet on Target
Cost: 61
Available from: Diren Vendu, Tel Mora, Tower Services;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Mertisi Andavel, Tel Branora, Upper Tower;
Tinaso Alan, Tel Mora, Tower Services;
Eraamion, Caldera, Guild of Mages;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Salver Lleran, Vivec, Telvanni Sorcerer;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Potent Poison-20-40 points for 5 seconds on Touch
Cost: 68
Available from: Namanian Facian, Sadrith Mora, Morag Tong Guild;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Shock Damage
<---------------------------------------------------------------------->
Shock Damage M points for D seconds

Base Cost: 7

Damages the target using shock by M points for D seconds.

Shock damage is more expensive to cast than fire or frost, but fewer 
enemies resist it, making it more universally useful

Ingredients: None

Premade spells:

Shock-1-15 points on Touch
Cost: 3
Available from: Estirdalin, Balmora, Guild of Mages

Stormhand-5-12 points on Touch, Damage Health 5-12 points on Touch
Cost: 6
Available from: Nelso Salenim, Sadrith Mora, Telvanni Council House: 
Entry

Spark-2-20 points in 5 feet on Target
Cost: 7
Available from: Arrille, Seyda Neen, Arrille's Tradehouse

Greater Shockball-2-40 points in 10 feet on Target
Cost: 14
Available from: Heem-La, Ald'ruhn, Guild of Mages

Shockball-2-40 points in 10 feet on Target
Cost: 14
Available from: Salver Lleran, Vivec, Telvanni Sorcerer

Lightning Bolt-10-50 points for 2 seconds in 10 feet on Target
Cost: 34
Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Uvele Berendas, Indarys Manor, Berendas' House;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry

Lightning Storm-2-10 points for 10 seconds in 10 feet on Target
Cost: 34
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Fevyn Ralen, Vivec, Telvanni Mage;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Uvele Berendas, Indarys Manor, Berendas' House

Shockbloom-1-25 points for 5 seconds in 10 feet on Target
Cost: 37
Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Uvele Berendas, Indarys Manor, Berendas' House

Weakness to Common Disease
<---------------------------------------------------------------------->
Weakness to Common Disease M% for D Seconds

Base Cost: 2

This effect reduces the target's resistance to Common Diseases, making 
them M% more likely to contract them. This effect is only relevant to 
the player, as no one else ever catches diseases.

The main use of this spell effect is to allow characters with innate 
disease resistance (an Argonian, a High Elf, or anyone sufficiently far 
through the Main Quest) to contract Vampirism, if they wish.

Ingredients: None

Premade spells:

Weakness to Common Disease-1-20 points for 10 seconds on Target
Cost-16
Available from: Medila Indaren, Caldera, Guild of Mages

Weakness to Fire
<---------------------------------------------------------------------->
Weakness to Fire M% for D seconds

Base Cost: 2

This effect increases the damage dealt by the Fire Damage effect. M is 
the percentage of resistance reduction. At 100%, the target will 
receive double damage. High Elves have natural 50% Weakness to Fire, so 
they will be particularly interested in Resist Fire spells or items that 
counteract this weakness.

If the target is naturally immune to Fire, 100% Weakness to Fire will 
remove that immunity. This is a good way to make Fire more universally 
useful. Higher magnitudes will still be necessary to amplify base 
damage. When Weakness to Fire is used in conjunction with a Fire Damage 
effect that does damage over several seconds, the weakness only needs a 
duration of 1 to allow the damage to take effect.

Ingredients: Heartwood, Holly Berries

Premade spells:

Weakness to Fire-10 points for 5 seconds on Target
Cost: 8
Available from: Malven Romori, Vivec, Guild of Mages

Dire Weakness to Fire-2-60 points for 10 seconds on Target
Cost: 47
Available from: Elynu Saren, Suran, Temple;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Marayn Dren, Balmora, Guild of Mages;
Tinaso Alan, Tel Mora, Tower Services;
Eraamion, Caldera, Guild of Mages;
Estoril, Ald'ruhn, The Rat in the Pot;
Mertisi Andavel, Tel Branora, Upper Tower;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Weakness to Frost
<---------------------------------------------------------------------->
Weakness to Frost M% for D seconds

Base Cost: 2

This effect increases the damage dealt by the Frost Damage effect. M is 
the percentage of resistance reduction. At 100%, the target will 
receive double damage. High Elves have natural 25% Weakness to Frost, so 
they will be particularly interested in Resist Frost spells or items 
that counteract this weakness.

If the target is naturally immune to Frost, 100% Weakness to Frost will 
remove that immunity. This is a good way to make Frost more universally 
useful. Higher magnitudes will still be necessary to amplify base 
damage. When Weakness to Frost is used in conjunction with a Frost 
Damage effect that does damage over several seconds, the weakness only 
needs a duration of 1 to allow the damage to take effect.

Ingredients: None

Premade spells:

Dire Weakness to Frost-2-60 points for 10 seconds on Target
Cost: 47
Available from: Elynu Seran, Suran, Temple;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Marayn Dren, Balmora, Guild of Mages;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Eraamion, Caldera, Guild of Mages;
Estoril, Ald'ruhn, The Rat in the Pot;
Mertisi Andavel, Tel Branora, Upper Tower

Weakness to Magicka
<---------------------------------------------------------------------->
Weakness to Magicka M% for D Seconds

Base Cost: 2

Weakness to Magicka increases the negative effects of certain spells on 
the target. M is the percentage of resistance reduction. Weakness to 
Magicka does not affect the damage taken from elemental spells, nor 
increase the duration of any effect, nor make any difference to the 
effects of Paralyze or Silence. It does increase the effects of Absorb 
Health, Damage Health, and Drain Health, as well as non-damaging but 
hostile effects such as any other Absorb, Damage, or Drain effects, 
Blind, Burden, Disintegrate, Sound, and any other Weakness effects. 

High Elves and characters with The Apprentice birthsign have an innate 
Weakness to Magic effect. This is not too threatening, as not many 
attacks fall under the purview of the effect. The most dangerous 
enemies are those who use Absorb Health or Damage Health effects. These 
are quite rare, with Vampires being the most notable example.

Ingredients: None

Premade spells:

Dire Weakness to Magicka-2-60 points for 10 seconds on Target
Cost: 47
Available from: Elynu Saren, Suran, Temple;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Mertisi Andavel, Tel Branora, Upper Tower;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Eraamion, Caldera, Guild of Mages;
Estoril, Ald'ruhn, The Rat in the Pot;
Marayn Dren, Balmora, Guild of Mages;
Tinaso Alan, Tel Mora, Tower Services

Weakness to Poison
<---------------------------------------------------------------------->
Weakness to Poison M% for D seconds

Base Cost: 2

This effect increases the damage dealt by the Poison effect. M is the 
percentage of resistance reduction. At 100%, the target will receive 
double damage.

If the target is naturally immune to Poison, 100% Weakness to Poison 
will remove that immunity. This is a good way to make Poison more 
universally useful. Higher magnitudes will still be necessary to 
amplify base damage. When Weakness to Poison is used in conjunction with 
a Poison effect that does damage over several seconds, the weakness only 
needs a duration of 1 to allow the damage to take effect.

Ingredients: Poison*,**
**This is the only ingredient in the game with this effect, so you will 
never be able to create potions with this effect.

Premade spells:

Dire Weakness to Poison-2-60 points for 10 seconds on Target
Cost: 47
Available from: Elynu Saren, Suran, Temple;
Eraamion, Caldera, Guild of Mages;
Marayn Dren, Balmora, Guild of Mages;
Salama Andrethi, Tel Mora, Tower Services;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Estoril, Ald'ruhn, The Rat in the Pot;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Mertisi Andavel, Tel Branora, Upper Tower;
Tinaso Alan, Tel Mora, Tower Services

Weakness to Shock
<---------------------------------------------------------------------->
Weakness to Shock M% for D seconds

Base Cost: 2

This effect increases the damage dealt by the Shock Damage effect. M is 
the percentage of resistance reduction. At 100%, the target will 
receive double damage. High Elves have natural 25% Weakness to Shock, 
so they will be particularly interested in Resist Shock spells or items 
that counteract this weakness.

If the target is naturally immune to Shock, 100% Weakness to Shock will 
remove that immunity. This is a good way to make Shock more universally 
useful. Higher magnitudes will still be necessary to amplify base 
damage. When Weakness to Shock is used in conjunction with a Shock Damage 
effect that does damage over several seconds, the weakness only needs a 
duration of 1 to allow the damage to take effect.

Ingredients: None

Premade spells:

Dire Weakness to Shock-2-60 points for 10 seconds on Target
Cost: 47
Available from: Elynu Saren, Suran, Temple
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison
Marayn Dren, Balmora, Guild of Mages
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
Eraamion, Caldera, Guild of Mages
Estoril, Ald'ruhn, The Rat in the Pot
Mertisi Andavel, Tel Branora, Upper Tower

Illusion							{SPL005}
o======================================================================o

Blind
<---------------------------------------------------------------------->
Blind M% for D Seconds

Base Cost: 1

Causes the target's vision to be obscured, making it harder for them to 
see. M is the degree of blindness. At 100%, they will be completely 
unable to see anything. However, as the effect is hostile, they will 
still try to find and attack you. If you are within melee range, they 
can still attack and even hit you. If you attack a blinded target, they 
may attempt to flee. A blinded target should have a lower hit rate and 
decreased ability to detect sneaking targets.

Note that the effect is bugged, and actually increases hit rate instead 
of decreasing it.

Ingredients: Durzog Meat, Bristleback Leather

Premade spells: 

Crying Eye-1-10 points for 5 seconds on Target
Cost: 2
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild
Llaros Uvayn, Caldera, Governor's Hall
Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House

Erelvam's Wild Sty-1-40 points for 10 seconds on Touch
Cost: 10
Available from: Minnibi Selkin-Adda, Vivec, Arena, Hidden Area;
Sirilonwe, Vivec, Guild of Mages;
Namanian Facian, Sadrith Mora, Morag Tong Guild

Alad's Caliginy-10-30 points for 30 seconds on Touch
Cost: 30
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
Farena Arelas, Tel Uvirith, Arelas' House;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Mertisi Andavel, Tel Branora, Upper Tower

Calm Creature
<---------------------------------------------------------------------->
Calm Creature M points for D seconds

Base Cost: 1

Stops the target from fighting. While under this effect, attacking them 
will not cause them to retaliate.

Calm is useful if you are trying to fight with ranged weapons or spells 
in an enclosed area. Calm the enemy, and run to put some distance 
between you. Calm is basically a crowd controlling effect. These are 
particularly useful in for combat in high difficulty games. On normally 
hostile targets, expect them to re-enter combat when the spell expires. 
A magnitude of 1 is enough to work on any target; this is a bug.

Ingredients: None

Premade spells:
 
Calm Creature-30 points for 10 seconds on Target
Cost: 23
Available from: Dulian, Buckmoth Legion Fort, Interior;
Medila Indaren, Caldera, Guild of Mages;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Vaval Selas, Vivec, St. Olms Temple;
Marayn Dren, Balmora, Guild of Mages;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Tyermaillin, Balmora, Tyermaillin's House

Calm Humanoid
<---------------------------------------------------------------------->
Calm Humanoid M points for D seconds

Base Cost: 1

Stops the target from fighting. While under this effect, attacking them 
will not cause them to retaliate. Calm Humanoid works on NPCs. 

Calm is useful if you are trying to fight with ranged weapons or spells 
in an enclosed area. Calm the enemy, and run out to put some distance 
between you. Calm is a crowd controlling effect. These effects are 
exceptionally useful in high difficulty games. Calm Humanoid is a 
useful spell when you want to do hostile things to NPCs without killing 
them. For instance, you can get equipped armor by casting Disintegrate 
Armor until it breaks, casting Calm Humanoid to stop them from 
attacking you, and pickpocketing the armor for yourself. On normally 
hostile targets, expect them to re-enter combat when the spell expires. 
You can avoid this by raising NPC disposition while the effect is still 
active. A magnitude of 1 is sufficient to work any NPC, but this is a 
bug.

Ingredients: None

Premade spells:

Calming Touch-30 points for 10 seconds on Touch
Cost: 15
Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
Tinaso Alan, Tel Mora, Tower Services;
Nilvyn Drothan, Ghostgate, Temple

Calm Humanoid-30 points for 10 seconds on Target
Cost: 23
Available from: Dulian, Buckmoth Legion Fort, Interior;
Medila Indaren, Caldera, Guild of Mages;
Vaval Selas, Vivec, St. Olms Temple;
Marayn Dren, Balmora, Guild of Mages;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Chameleon
<---------------------------------------------------------------------->
Chameleon M% for D Seconds

Base Cost: 1

Causes the target to become partially transparent and to blend into the 
background for the duration of the spell. This has three effects: 1) If 
the magnitude of the Chameleon effect is high enough, no object will be 
able to spot you under various conditions. 2) If you are sneaking, the 
magnitude of all current Chameleon effects is added to your chance to 
sneak (after all other factors, including distance). Note that even if 
you fail your Sneak check, the enemy may still fail to notice you due 
to the first effect. 3) If you attempt to talk to an NPC, that NPC 
might not see you. In this case, they will immediately disengage the 
conversation and lose 5 Disposition. Since this is not a true Sneak 
effect, the target may move at normal speed. If you are under a 
Chameleon effect and talk to an NPC, you will attempt to enter dialogue 
(subject to the third effect above) rather than picking their pocket.

While Chameleon is listed as a percentage, it does not work that way in 
its mechanics. Unlike Invisibility, Chameleon does not wear off when 
interacting with objects, talking with NPCs, casting spells, or taking 
other actions. Blind effects can be used in conjunction with Chameleon 
and Sneaking to further reduce the chance that a target will see you. Be 
warned that Blind is a hostile action, and will initiate combat with any 
targets you are trying to avoid. If you are struggling to speak to an NPC, 
be sure you are speaking from the front and not using too strong a 
Chameleon effect. Many enemies will flee if they lose sight of you in 
combat. Rally or Calm spells can help in these situations. Strong 
Chameleon effects can be used to approach hostile NPCs and speak to 
them before they initiate combat. This allows access to services from 
NPCs that would normally attack you, such as Qorwynn, the Master Trainer 
for Enchant. It is suggested to raise the Dispositions of such NPCs to a 
high enough level that they will not resume hostilities as soon as the 
Chameleon effect ends.

Ingredients: None

Premade spells:

Golanar's Eye-Maze-10-40 points for 10 seconds on Self
Cost: 13
Available from: Eraamion, Caldera, Guild of Mages;
Sirilonwe, Vivec, Guild of Mages

Chameleon*-10 points for 30 seconds on Self
Cost: 15
Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
Salver Lleran, Vivec, Telvanni Sorcerer

Shadowform-6-15 points for 30 seconds on Self
Cost: 16
Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Salama Andrethi, Tel Mora, Tower Services

Shadowweave-20 points for 10 seconds on Self, Sanctuary 20 points for 
10 seconds on Self
Cost: 20
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Salama Andrethi, Tel Mora, Tower Services;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Llaros Uvayn, Caldera, Governor's Hall;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Shadowmask-40-70 points for 30 seconds on Self
Cost: 83
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
Imare, Balmora, Hlaalu Council Manor;
Ranis Athrys, Balmora, Guild of Mages;
Gildan, Ald'ruhn, Gildan's House;
Llaros Uvayn, Caldera, Governor's Hall;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Charm
<---------------------------------------------------------------------->
Charm M points for D seconds

Base Cost: 5

Temporarily increases the target's disposition towards the caster. 
When the effect ends, the target's disposition returns to its original 
value.

Ingredients: None

Premade spells:

Charming Touch-30 points for 30 seconds on Touch
Cost: 225
Available from: Eraamion, Caldera, Guild of Mages;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Marayn Dren, Balmora, Guild of Mages

Charm Mortal-10-30 points for 30 seconds on Target
Cost: 225
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Salver Lleran, Vivec, Telvanni Sorcerer

Demoralize Creature
<---------------------------------------------------------------------->
Demoralize M points for D seconds

Base Cost: 1

Decreases the target's confidence (willingness to fight). This works on 
all non-undead, non-Daedra, non-mechanical creatures (for undead, use 
the Conjuration effect Turn Undead). Afflicted targets will disengage 
and attempt to run away in fear. 

Demoralize is among the most powerful disabling effects in the game. An 
enemy who is running away is an enemy who isn't fighting you. With a 
good spell, you can send entire armies running for the hills. This makes 
for excellent bow practice. If you get in a target's way while he's 
trying to run away, he may still take a few swings at you. Continual 
attacks may also still bring an enemy to retaliate. Fleeing enemies can 
bring in all sorts of trouble, so be wary of using lengthy Demoralize 
effects on fast runners.

Ingredients: None

Demoralize Beast-5 points for 10 seconds on Target
Cost: 4
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild
Llaros Uvayn, Caldera, Governor's Hall

Demoralize Creature-5 points for 10 seconds on Target
Cost: 4
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
Sirilonwe, Vivec, Guild of Mages

Frenzy Creature
<---------------------------------------------------------------------->
Frenzy Creature M points for D seconds

Base Cost: 1

Increases the target's Fight (its inclination to attack). A strong 
enough Frenzy will make the target attack the player. Frenzy Creature 
affects all non-undead, non-Daedra, non-mechanical creatures.

Frenzy Creature is not terribly useful, as the vast majority of 
creatures will attack you anyway. Furthermore, those creatures that 
don't attack you be default can generally be attacked with no assault 
charge. Frenzy does cause them to attack anything nearby (not just you), 
so it can be somewhat useful in that respect. If Command spells are 
proving too unworkable for the few non-hostile unique creatures with 
proper names in the game, Frenzy Creature is the best alternative. 
In general, targets should return to normal a few days after being 
left in a cell. Even a 100 point spell should not be very expensive, as 
there is little reason to create Frenzy spells with long duration.

Ingredients: None

Premade spells:

Frenzy Beast-5 points for 10 seconds on Touch
Cost: 3
Available from: Uleni Heleran, Wolverine Hall, Mages Guild

Frenzy Creature-5 points for 10 seconds on Target
Cost: 4
Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area

Frenzy Humanoid
<---------------------------------------------------------------------->
Frenzy Humanoid M points for D seconds

Base Cost: 1

Increase the target's Fight (its inclination to attack). A strong 
enough Frenzy will make the target attack the player. Frenzy Humanoid 
affects NPCs. When you successfully cast this spell on someone, it is 
not considered an assault.

Some situations require killing someone who is not open to persuasion, 
but who is surrounded by people who will witness an assault. Frenzy 
Humanoid is perfect for these situations. Frenzy Humanoid is very 
useful for making NPCs follow you large distances, if you are unable to 
Command them. Keep in mind that they may break off the fight to flee. 
Rally Humanoid can prevent this. Save if the target is not expendable, 
as NPCs can sometimes become permanently Frenzied. In general, targets 
return to normal after they are left alone inside a cell for a few 
in-game days. Even a 100 point spell should not be very expensive, as 
there is little reason to give Frenzy spells a long duration.

Ingredients: None

Premade spells:

Frenzying Touch-5 points for 10 seconds on Touch
Cost: 4
Available from: Uleni Heleran, Wolverine Hall, Mages Guild

Invisibility
<---------------------------------------------------------------------->
Invisibility for D seconds

Base Cost: 20

Causes the target to become completely invisible and undetectable for 
the duration of the spell. Activating anything, such as talking to or 
attacking somebody, picking up an item, opening a door or container, or 
any other action apart from just moving will cancel the spell. Your 
Sneak skill is irrelevant when you are invisible. You are completely 
undetectable unless you activate something.

Unlike other stealth options, there's no need to stay in sneak mode. On 
the contrary, it may be wiser to run, so you can reach your destination 
before the spell expires. Even though nobody can see you while you're 
invisible, you can still bump into them without being detected. In fact, 
you can use this technique to push people around, maybe moving them 
around a corner or turning them to face the wall in order that you won't 
be detected doing something after you reappear. Of course, this only 
works with stationary targets. NPCs who have somewhere to go will just 
continue on their way after an invisible obstacle is removed. Some 
(myself included) strongly prefer high Chameleon to Invisibility 
because performing actions does not cancel Chameleon. Invisibility's 
only special advantage is that it truly renders you 100% undetectable. 
A handy use of invisibility is to zip through a dungeon full of 
enemies without fighting anyone until you've reached your target. This 
is especially useful when there are lots of annoying fights with no 
promise of good loot. It is also useful in places like the Ministry of 
Truth or the Corprusarium. Invisibility is excellent for assassination 
quests. You can close the gap with a foe who uses ranged or magical 
attacks and ensure you get the first strike. A key to successfully 
using invisibility is planning your casting point. If you do anything 
to shatter the illusion, it ends. Use any other magic you want active, 
including potions, before going invisible. Be sure you are not in 
anyone's line of sight before casting (although being in stealth may be 
allowable). Be sure there are no closed doors between you and your 
goal. Strategic use of invisibility can be helpful for completing 
stealth-related guild quests at low levels, before Sneak has become a 
viable option on its own. Constant effect invisibility only effects 
duration-the effect still ends if you do anything to break the 
illusion. If you have ended the effect in this manner, you will need 
to uneequip and reequip the item to go invisible again.

Ingredients: Bittergreen Petals, Diamond, Lloramor Spines, 
Wolfsbane Petals

Premade spells:

Brevusa's Averted Eyes-10 seconds on Self
Cost: 10
Available from: Eraamion, Caldera, Guild of Mages

Hide-30 seconds on Self
Cost: 30
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Llaros Uvayn, Caldera, Governor's Hall;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Heem-La, Ald'ruhn, Guild of Mages;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Salama Andrethi, Tel Mora, Tower Services;
Sirilonwe, Vivec, Guild of Mages

Invisibility-30 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison

Concealment-90 seconds on Self
Cost: 90
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Gildan, Ald'ruhn, Gildan's House;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Ethasi Rilvayn, Balmora, Morag Tong Guild;
Imare, Balmora, Hlaalu Council Manor;
Mertisi Andavel, Tel Branora, Upper Tower;
Ranis Athrys, Balmora, Guild of Mages

Light
<---------------------------------------------------------------------->
Light M points for D seconds in A feet

Base Cost: 0.2

Creates a glowing light around the target. When cast on a living 
creature or humanoid (including yourself), that creature will glow for 
the duration (or until they are killed). The magnitude determines the 
range of the light. Additionally, if the spell is cast with a large 
area rating, it can affect multiple targets which will produce an 
overall larger amount of light. Note that the spell is no different 
from other spells in that it can only affect an object-if it is cast on 
Touch or Target and does not hit a humanoid or creature, the spell has 
no effect.

The need for a Light spell depends greatly on the viewer. The gamma 
settings inside the game and the brightness/contrast settings on your 
monitor or television all have an effect on the amount of light you 
see. By default, there are very few, if any, areas in Morrowind that 
are dark enough to require additional light. Many mods and other 
plugins respec the game's lighting settings to make this effect more 
useful. Furthermore, even if it is dark enough to require extra light, 
the Light effect compromises stealth, and it is probably better to 
consider Night-Eye instead. Finally, it is also quite easy to carry a 
light source such as a torch or lantern as yet another substitute for 
this effect, although that of course prevents use of a shield or 
two-handed weapon.

Ingredients: Black Anther, Red Lichen

Premade spells:

Light-20 points for 30 seconds in 30 feet on Target
Cost: 9
Available from: Eldrilu Dalen, Vos, Vos Chapel;
Heem-La, Ald'ruhn, Guild of Mages;
Salver Lleran, Vivec, Telvanni Sorcerer;
Eraamion, Caldera, Guild of Mages;
Mehra Drora, Gnisis, Temple

Night-Eye
<---------------------------------------------------------------------->
Night-Eye M points for D seconds

Base Cost: 0.2

Causes you to be able to see in the dark by effectively raising the 
ambient light levels. This affects only the caster, so it is more 
conducive to stealth than the Light spell. However, it does suffer from 
some drawbacks. Having everything evenly lit tends to flatten out the 
three-dimensionality of the world, which effectively makes small items 
such as jewelry harder to see. Additionally, areas that are already 
well lit may be overly bright to look at.

The need for a Night-Eye spell depends greatly on the viewer. The gamma 
setting in the game, the brightness/contrast settings on your monitor or 
television, the lighting of the room, and even your eyes have an effect 
on the amount of lighting in the game. By default, very few areas in 
Morrowind are truly dark enough to require extra light to see. There 
are many mods and plugins that respec lighting, which can make this 
effect more useful. Night-Eye is very useful for seeing through the 
murk when swimming underwater. It is a good idea to cast Night-Eye 
before taking screenshots. The spell is a bad idea for vampires, as it 
makes it more difficult to tell the difference between night and day, 
compromising your safety from sun damage while outside. You can always 
simply carry a light source such as a torch or lantern, but this does 
prevent the use of a shield or two-handed weapon.

Ingredients: Bear Pelt, Grahl Eyeball, Kagouti Hide, Daedra's Heart, 
Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt

Premade spells:

Night-Eye-20 points for 30 seconds on Self
Cost: 6
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Salver Lleran, Vivec, Telvanni Sorcerer

Paralyze
<---------------------------------------------------------------------->
Paralyze for D seconds

Base Cost: 40

Causes the target to become completely immobile for the duration. When 
paralzyed, you may not move, attack, cast spells, or use enchanted 
items or scrolls. You may, however, still use potions or eat 
ingredients. You can also equip and un-equip items, which can be 
helpful in the case of items that are scripted to cast spells when 
equipped. Note that some enemies, most notably vampires, are 
completely immune to paralysis.

Paralyzed opponents become immediately vulnerable to Health damage from 
Hand-to-hand attacks, which normally only damage an opponent after they 
have fallen unconscious due to Fatigue loss. When the paralysis wears 
off, Hand-to-hand attacks will once again damage Fatigue first. 
Paralyze can be resisted by having high Willpower. If you successfully 
paralyze a Cliff Racer while it is airborne, it will fall from the sky, 
but will not take any damage upon collision with the ground. Paralyzed 
water creatures (dreugh and slaughterfish) will float to the surface as 
though dead.

Ingredients: Ampoule Pod, Daedra Skin, Fire Petal, Ghoul Heart*, 
Hackle-Lo Leaf, Large Kwama Egg, Rat Meat, Raw Stalhrim, Spore Pod, 
Sweetpulp*, Void Salts, Wickwheat

Premade spells:

Paralysis-5 seconds on Touch
Cost: 10
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Estirdalin, Balmora, Guild of Mages;
Namanian Facian, Sadrith Mora, Morag Tong Guildhall;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Malven Romori, Vivec, Guild of Mages;
Orrent Geontene, Ald'ruhn, Guild of Mages

Medusa's Gaze-15 seconds on Target
Cost: 45
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
Llaros Uvayn, Caldera, Governor's Hall

Rally Creature
<---------------------------------------------------------------------->
Rally Creature M points for D seconds

Base Cost: 0.2

Increase target's Confidence (willingness to attack). Rally Creature 
will work on all non-undead, non-Daedra, non-mechanical creatures. 
Fleeing targets will stop running and return to combat.

Rally is an excellent spell to stop a mortally wounded enemy from 
fleeing. Enemies who cannot fly or use ranged attacks will often flee 
from you if you attack them while levitating. Rally can help keep them 
in range so you can finish the job. If you're trying to relocate a 
creature by having it chase you in hostile conditions, it may break off 
the chase to flee instead. Cast Rally Creature on it to prevent this.

Ingredients: None

Premade spells:

Rally Beast-5 points for 30 seconds on Target
Cost: 2
Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Sedris Omalen, Maar Gan, Outpost;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage

Rally Creature-5 points for 30 seconds on Target
Cost: 2
Available from: Rirnas Athren, Vivec, Hlaalu Temple;
Synnolian Tunifus, Ebonheart, Imperial Chapels

Rally Humanoid
<---------------------------------------------------------------------->
Rally Humanoid M points for D seconds

Base Cost: 0.2

Increase target's Confidence (willingness to attack). Rally Humanoid 
will work on all NPCs. Fleeing targets will stop running and return to 
combat.

Rally is an excellent spell for stopping a mortally wounded enemy from 
fleeing. Enemies who cannot fly or use ranged attacks will often flee 
from you if you attack them while levitating. Rally can help keep them 
in range so you can finish the job. If you're trying to relocate an NPC 
by having them chase you in hostile conditions, they may break off the 
chase to flee instead. Cast Rally Humanoid on them to prevent this.

Ingredients: None

Premade spells:

Rally Humanoid-5 points for 30 seconds on Target
Cost: 2
Available from: Rirnas Athren, Vivec, Hlaalu Temple

Rallying Touch-5 points for 30 seconds on Touch
Cost: 2
Available from: Guls Llervu, Ald'ruhn, Guls Llervu's House;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Sedris Omalen, Maar Gan, Outpost;
Lalatia Varian, Ebonheart, Imperial Chapels;
Nilvyn Drothan, Ghostgate, Temple

Sanctuary
<---------------------------------------------------------------------->
Sanctuary M points for D seconds

Base Cost: 1

Causes the target to be more difficult to hit with physical attacks. 
The magnitude is the value that is added to the target's chance to dodge 
attacks (magical attacks are unaffected).

Ingredients: None

Premade spells:

Sotha's Grace-1-20 points for 5 seconds on Self
Cost: 3
Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Folvys Andalor, Ald'ruhn, Temple

Father's Hand-1-40 points for 5 seconds on Self
Cost: 5
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Nilvyn Drothan, Ghostgate, Temple;
Ethasi Rilvayn, Balmora, Morag Tong Guildhall

Sanctuary*-10 points for 30 seconds on Self
Cost: 15
Available from: Zanmulk Sammalamus, Gnisis, Temple

Shadow Weave-20 points for 10 seconds on Self, Chameleon 20 points for 
10 seconds on Self
Cost: 20
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Salama Andrethi, Tel Mora, Tower Services;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Llaros Uvayn, Caldera, Governor's Hall;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Silence
<---------------------------------------------------------------------->
Silence for D seconds

Base Cost: 40

Prevents the target from casting spells for the duration.

The Paralyze effect has the same casting cost as Silence. Since it 
blocks spellcasting, along with a slew of other useful effects, you're 
generally better off using Paralyze. The only exception is with enemies 
immune to Paralyze, like vampires.

Ingredients: None

Premade spells:

Silence-5 seconds on Target
Cost: 15
Available from: Llaros Uvayn, Caldera, Governor's Hall;
Namanian Facian, Sadrith Mora, Morag Tong Guildhall;
Salama Andrethi, Tel Mora, Tower Services;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Far Silence-10 seconds on Target
Cost: 30
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
Gildan, Ald'ruhn, Gildan's House;
Ranis Athrys, Balmora, Guild of Mages

Sound
<---------------------------------------------------------------------->
Sound M points for D seconds

Base Cost: 3

Creates a distracting noise in the mind of the target, decreasing their 
chance of successfully casting spells by M%.

Sound has certain advantages over Silence. First, it always affects the 
target, where Silence can be successfully resisted by Willpower. Second, 
an enemy affected by Sound will still attempt to cast spells, wasting 
Magicka with each failed attempt. In contrast, a Silenced enemy will not 
attempt casting at all, leaving their Magicka pool intact when the spell 
wears off. However, high-magnitude Sound spells are not as Magicka 
efficient as Silence is, and unless you use an expensive 100 magnitude 
Sound spell, enemies retain some chance of getting their spells off 
successfully. Other methods of dealing with spellcasters are more 
efficient than either of these options. Damage Magicka and Damage 
Intelligence are both more direct and more efficient.

Ingredients: None

Premade spells:

Earwig-3-8 points for 5 seconds on Target
Cost: 6
Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Estirdalin, Balmora, Guild of Mages

Cruel Noise-10-22 points for 5 seconds on Touch
Cost: 12
Available from: Salama Andrethi, Tel Mora, Tower Services

Dire Earwig-8-15 points for 5 seconds on Target
Cost: 13
Available from: Eraamion, Caldera, Guild of Mages

Wild Earwig-1-30 points for 5 seconds on Target
Cost: 17
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
Llaros Uvayn, Caldera, Governor's Hall

Dire Noise-2-60 points for 5 seconds on Target
Cost: 35
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Mertisi Andavel, Tel Branora, Upper Tower;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Namanian Facian, Sadrith Mora, Morag Tong Guildhall;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Mysticism							{SPL006}
o======================================================================o

Absorb Attribute
<---------------------------------------------------------------------->
Absorb Attribute M points for D seconds

Base Cost: 2

Temporarily lowers one of the target's attributes, and raises the 
caster's attribute by the same amount. When the spell expires, both 
attributes return to their previous values. The effects are not 
cumulative. For instance, if a sword is enchanted with a long-duration 
magnitude 1 Absorb Luck, and he hits an opponent 20 times, his Luck 
will be boosted by 1, not 20.

Ingredients: None

Premade spells:

Absorb Agility-Absorb Agility 5-20 points for 30 seconds on Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Orrent Geontene, Ald'ruhn, Guild of Mages

Absorb Endurance-Absorb Endurance 5-20 points for 30 seconds on Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine

Absorb Intelligence-Absorb Intelligence 5-20 points for 30 seconds on 
Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Felara Andrethi, Tel Aruhn, Tower Living Quarters

Absorb Luck-Absorb Luck 5-20 points for 30 seconds on Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine

Absorb Personality-Absorb Personality 5-20 points for 30 seconds on 
Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Orrent Geontene, Ald'ruhn, Guild of Mages

Absorb Speed-Absorb Speed 5-20 points for 30 seconds on Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Uvele Berendas, Indarys Manor, Berendas' House

Absorb Strength-Absorb Strength 5-20 points for 30 seconds on Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Absorb Willpower-Absorb Willpower 5-20 points for 30 seconds on Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Chaplain Ogrul, Gnisis, Fort Darius;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Uvele Berendas, Indarys Manor, Berendas' House

Absorb Speed (Ranged)-Absorb Speed 5-20 points for 30 seconds on 
Target
Cost: 56
Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub

Crimson Despair-Absorb Willpower 5-20 points for 60 seconds on 
Target
Cost: 113
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Nilvyn Drothan, Ghostgate, Temple;
Llathyno Hlaalu, Balmora, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior

Absorb Fatigue
<---------------------------------------------------------------------->
Absorb Fatigue M points for D seconds

Base Cost: 4

Transfer Fatigue from the target to the caster, tiring the target and 
revitalizing the caster. The caster may not exceed their own natural 
maximum Fatigue value, but even if the caster is at full Fatigue, this 
spell will still drain the target's Fatigue.

If this effect is Reflected by the target, the target does not absorb 
Fatigue from the caster. Rather, the spell simply drains and 
replenishes the caster in equal amounts, essentially having no effect. 
The effect can be devastating if used in a Hand-to-hand fight.

Ingredients: None

Premade spells:

Absorb Fatigue-5-20 points for 30 seconds on Touch
Cost: 75
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Mertisi Andavel, Tel Branora, Upper Tower;
Telis Salvani, Balmora, Temple;
Aunius Autrus, Wolverine Hall, Imperial Shrine;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Tunila Omavel, Tel Uvirith, Omavel's House

Energy Leech-5-20 points for 30 seconds on Touch
Cost: 75
Available from: Danso Indules, Vivec, Temple;
Llarara Omayn, Balmora, Temple;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Folvys Andalor, Ald'ruhn, Temple;
Lloros Sarano, Ald'ruhn, Temple;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Tunila Omavel, Tel Uvirith, Omavel's House

Absorb Fatigue (Ranged)-5-20 points for 30 seconds on Target
Cost: 113
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Llathyno Hlaalu, Balmora, Temple

Absorb Health
<---------------------------------------------------------------------->
Absorb Health M points for D seconds

Base Cost: 8

Transfer Health from the target to the caster, injuring the target and 
revitalizing the caster. The caster may not exceed their own natural 
maximum Health, but even if the caster is at full Health, this spell 
will still damage the target's Health.

Although this effect makes an effective "on strike" enchantment for a 
weapon, beware making it an "on Target" spell effect. This opens it up 
to Reflect, the result of which will be damage to you. This is a fairly 
powerful effect, even considering its relatively high cost compared to 
other offensive effects. For instance, if you use a large number of 
summons, a one-to-two point Absorb Health spell with a moderate 
duration and maximum area that hit three of four summons would grant a 
good deal of Health. This doesn't even account for enemies also in the 
area of effect. Multiple castings will, of course, turn the summons 
hostile.

Ingredients: None

Premade spells:

Righteousness-10 points on Touch
Cost: 4
Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Mehra Drora, Gnisis, Temple;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Saras Orelu, Molag Mar, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ygfa, Pelagiad, Fort Pelagiad;
Folvys Andalor, Ald'ruhn, Temple;
Milar Maryon, Tel Vos, Services Tower;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Sedris Omalen, Maar Gan, Outpost;
Tunila Omavel, Tel Uvirith, Omavel's House

Absorb Health-5-52 points on Touch
Cost: 11
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Felara Andrethi, Tel Aruhn, Tower Living Quarters

Almsivi Intervention
<---------------------------------------------------------------------->
Almsivi Intervention

Teleports you instantly to the nearest Tribunal Temple. Good for 
escaping from a sticky situation, or just a means for fast 
transportation. The temples to which you can be transported are in 
Ald'ruhn, Balmora, Gnisis, Molag Mar, Mournhold, and Vivec.

Any followers you have will not be teleported along with you. This 
cannot be used to facilitate escort missions. Almsivi Intervention is 
disabled in a few locations. They are Magas Volar, the Akulakhan chamber 
in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the inside of 
the Mortrag Glacier. The logic of what is and isn't a Temple for 
teleportation services can be confusing, as many places called Temple 
facilities are not eligible teleport destinations. Almsivi Intervention 
will take you to the temple nearest your last exterior location. For 
example, if you enter the Mages Guild in Ald'ruhn, take the Guild Guide 
to Balmora, and cast the spell before you exit, you will end up at the 
Ald'ruhn Temple. Distance calculation is sometimes off, taking you to a 
Temple that isn't actually the closest one.

Ingredients: None

Premade spells:

Almsivi Intervention-Almsivi Intervention
Cost: 8
Available from: Danso Indules, Vivec, Temple;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Lloros Sarano, Ald'ruhn, Temple;
Milar Maryon, Tel Vos, Services Tower;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Elynu Saren, Suran, Suran Temple;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Llathyno Hlaalu, Balmora, Temple;
Mehra Drora, Gnisis, Temple;
Nilvyn Drothan, Ghostgate, Temple;
Rirnas Athren, Vivec, Hlaalu Temple

Demoralize Humanoid
<---------------------------------------------------------------------->
Demoralize Humanoid M points for D seconds

Base Cost: 1

Decrease target's Confidence (willingness to fight). Demoralize 
Humanoid works on NPCs. It is the counterpart to Illusion's Demoralize 
Creature, but it tagged as a Mysticism spell due to a developer mistake. 
Afflicted targets will disengage combat and attempt to run away in fear. 

Demoralize is among the most powerful disabling effects in the game. An 
enemy that is running away is an enemy that isn't fighting you. With a 
good spell, you can send entire armies running for the hills. Makes for 
excellent bow practice. If you get in your target's way while they are 
running, they may still take a swing or two at you. Continual attacks 
may also bring the enemy back to retaliate. Fleeing enemies can bring 
trouble. Be careful of long-duration Demoralize spells on fast runners. 

Ingredients: None

Premade spells:

Demoralizing Touch-5 points for 10 seconds on Touch
Cost: 3
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Llaros Uvayn, Caldera, Governor's Hall;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Folvys Andalor, Ald'ruhn, Temple;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area

Demoralize Humanoid-5 points for 10 seconds on Target
Cost: 4
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild

Detect Animal
<---------------------------------------------------------------------->
Detect Animal M feet for D seconds

Base Cost: 0.75

Causes you to detect all living creatures in the vicinity. They will 
show up on your map as small red circles. The Magnitude is the maximum 
range of detection. This spell will not detect NPCs, only creatures. 
One possible method of detecting NPCs is by using both Detect 
Enchantment and Detect Key, as they routinely carry magical items 
and/or keys. This is by no means a guarantee, however.

Ingredients: Alit Hide, Ampoule Pod, Bloat, Ectoplasm, Horker Tusk

Premade spells:

Detect Creature*-50-150 points for 5 seconds on Self
Cost: 19
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Sedris Omalen, Maar Gan, Outpost;
Dulian, Buckmoth Legion Fort, Interior;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
Relms Gilvilo, Vivec, Redoran Temple Shrine

Detect Enchantment
<---------------------------------------------------------------------->
Detect Enchantment M feet for D seconds

Base Cost: 1

Causes you to detect all enchanted items in the vicinity, whether out 
in the open, inside containers, or worn/carried by NPCs. They will show 
up on your map as small blue circles. The Magnitude is the maximum 
range of detection. Items in your inventory are not detected.

Only items with enchantments are detected. Valuable and powerful items 
will be overlooked by this spell if they are not enchanted, such as 
Daedric items and the like.

Ingredients: Hound Meat, Hypha Facia, Lloramor Spines, Marshmerrow

Premade spells:

Detect Enchantment-10 points for 10 seconds on Self
Cost: 5
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Llaros Uvayn, Caldera, Governor's Hall;
Synnolian Tunifus, Ebonheart, Imperial Chapels;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt

Detect Key
<---------------------------------------------------------------------->
Detect Key M feet for D seconds

Base Cost: 1

Causes you to detect all keys in the vicinity, whether out in the open, 
inside containers, or carried by NPCs. They will show up on your map as 
small green circles. The Magnitude is the maximum range of detection. 
Items in your inventory are not detected.

In the game, a key is defined as any object which opens a door or chest. 
Some keys are not detected by this spell, either because they don't open 
anything at all (as with certain quest items) or because they are only 
used by dialogues or scripts. Slave keys, for example, are generally not 
detectable. Also, since any item of "Miscellaneous" type can be 
designated to open a door, some items added by mods which may not 
appear to be keys will still be detected as such by this spell if they 
have been set to open locks.

Ingredients: Ash Yam, Diamond, Muck, Spore Pod

Premade spells:

Tevral's Hawkshaw-10 points for 10 seconds on Self
Cost: 5
Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Namanian Facian, Sadrith Mora, Morag Tong Guildhall

Detect Key-50 points for 5 seconds on Self
Cost: 13
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Llaros Uvayn, Caldera, Governor's Hall;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Sirilonwe, Vivec, Guild of Mages

Dispel
<---------------------------------------------------------------------->
Dispel M%

Base Cost: 5

Cancels all temporary magic effects on the target (effects from 
abilities, potions, Constant Effect enchantments, and diseases are all 
unaffected). This can be used either to remove an enemy's defenses, or 
to remove negative effects from yourself or your allies. Note that in 
either case, it will remove both good and bad effects. The magnitude 
determines the chance an effect is removed. Dispel 100% will always 
cleanse all the temporary effects on a target.

This works on all effects, regardless of being positive (e.g. Chameleon, 
Levitate, and Fortify Attribute) or negative (e.g. Paralyze and Drain 
Health). This can be a disadvantage compared to effects like Cure 
Paralyzation when used on an ally or self, but a big advantage when 
used on enemies, as it can remove their positive effects. Dispel can 
even get rid of an enemy's Bound Items or Summoned creatures.

Ingredients: Bungler's Bane, Pearl, Moon Sugar, Timsa-Come-By Flowers*

Premade spells:

Purge Magic-5 points on Target
Cost: 2
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Chaplain Ogrul, Gnisis, Fort Darius;
Salver Lleran, Vivec, Telvanni Sorcerer;
Synnolian Tunifus, Ebonheart, Imperial Chapels

Almalexia's Grace-20 points on Self
Cost: 5
Available from: Elynu Saren, Suran, Suran Temple;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Nilvyn Drothan, Ghostgate, Temple;
Salen Ravel, Maar Gan, Shrine;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Mehra Drora, Gnisis, Temple;
Salama Andrethi, Tel Mora, Tower Services

Dispel-100 points on Self
Cost: 25
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Tyermaillin, Balmora, Tyermaillin's House;
Dulian, Buckmoth Legion Fort, Interior;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Vaval Selas, Vivec, St. Olms Temple

Divine Intervention
<---------------------------------------------------------------------->
Divine Intervention

Transports you instantly to the nearest Imperial Cult shrine, usually 
found within an Imperial Legion fort. Good for escaping from a sticky 
situation, or just as a means of fast transportation. You can be 
transported to the following locations: Buckmoth Legion Fort (Ald'ruhn), 
Ebonheart, Fort Darius (Gnisis), Moonmoth Legion Fort (Balmora), Fort 
Pelagiad (Pelagiad), Wolverine Hall (Sadrith Mora), Mournhold, or Fort 
Frostmoth.

Any followers you may have will not be teleported with you. Thus, this 
cannot be used to facilitate escort missions. Divine Intervention is 
disabled in a few locations. These are Magas Volar, the Akulakhan 
chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the 
inside of the Mortrag Glacier. Divine Intervention will take you to the 
Imperial Cult shrine nearest your last exterior location. This means 
that if you are closer to another location, but are still indoors 
(Guild Guide travel, for example), you will arrive at the shrine nearest 
the last exterior zone you were in. Certain locations teleport you to 
the wrong shrine, in terms of distance, due to oddities in how the game 
calculates distances.

Ingredients: None

Premade spells:

Divine Intervention-Divine Intervention
Cost: 8
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Lalatia Varian, Ebonheart, Imperial Chapels;
Aunius Autrus, Wolverine Hall, Imperial Shrine;
Synnolian Tunifus, Ebonheart, Imperial Chapels

Mark
<---------------------------------------------------------------------->
Mark

Base Cost: 350

Places a marker at your current location to be used with the Recall 
spell, which will instantly teleport you back to that marker from any 
distance. You may only place one mark at a time. Casting the spell will 
override your previous mark location. Any location where you cast a Mark 
spell will be signified by a white cross on your local map.

Any followers you may have will not accompany you when you teleport. 
Thus, this cannot be used to facilitate escort missions. 

Ingredients: None

Premade spells:

Mark-Mark
Cost: 18
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
Salama Andrethi, Tel Mora, Tower Services;
Sirilonwe, Vivec, Guild of Mages;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Llarara Omayn, Balmora, Temple;
Sedris Omalen, Maar Gan, Outpost

Recall
<---------------------------------------------------------------------->
Recall

Base Cost: 350

Instantly transports you to the location placed by the Mark spell, from 
any distance. Good for escaping from a sticky situation, or quickly 
transporting yourself to a chosen location. Casting the spell if you 
have never cast Mark will have no effect.

Any followers you may have will not accompany you when you teleport. 
Thus, this cannot be used to facilitate escort missions. Recall is 
disabled in a few locations. These are Magas Volar, the Akulakhan 
chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the 
inside of the Mortrag Glacier.

Ingredients: Bristleback Leather**
**This is the only ingredient in the game with Recall as an effect, so 
you will never be able to make a potion with this effect.

Premade spells:

Recall-Recall
Cost: 18
Available from: Eraamion, Caldera, Guild of Mages;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Salama Andrethi, Tel Mora, Tower Services;
Sirilonwe, Vivec, Guild of Mages;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Llathyno Hlaalu, Balmora, Temple;
Rirnas Athren, Vivec, Hlaalu Temple;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Reflect
<---------------------------------------------------------------------->
Reflect M% for D seconds

Base Cost: 10

Gives a M% chance that incoming hostile spells will be reflected back 
at their caster. Spells that are not reflected will behave normally, 
having their full effect.

Reflect works as a percentage chance based on the total on a given 
target. Unlike Spell Absorption, separate instances of Reflect are 
additive. As such, 100% Reflect can be created by using multiple items 
at the same time. Also, this means that more than 100% Reflect does not 
have any extra value. If a spell is reflected, the caster will be 
immediately subjected to its effects, regardless of the means the spell 
was cast. Reflected spells cannot be dodged or avoided, since they have 
no projectile or range. Spells can only be reflected once. 100% Reflect 
will make you basically immune to all magical damage, with the exception 
of damage reflected back to you by an enemy who is also using spell 
reflection. If both the caster and the target have 100% Reflect spells 
in effect, the spell can only be reflected once, so the caster will end 
up being hit with the spell. Reflect will work in combination with Spell 
Absorption, but Spell Absorption takes precedence, so only spells which 
are not absorbed may be reflected. Having more Spell Absorption makes 
Reflect less effective, so if you 50% of both Absorption and Reflect, 
it does not make you immune to all spells. Rather, half of spells will 
be absorbed, and of the half that are not, half of those will be 
reflected. So on average, a total of 75% will be stopped by these 
effects. Spells which are not reflected or absorbed can still be 
Resisted by the appropriate Resist spell. The strength of the spells 
are not first reduced by the original (pre-reflection) target's 
resistances. They are effected by the resistances of the new 
(post-reflection) target.

Ingredients: Adamantium Ore, Comberry, Diamond, Hound Meat

Premade spells:

Sotha's Mirror-10 points for 5 seconds on Self
Cost: 25
Available from: Dulian, Buckmoth Legion Fort, Interior;
Folvys Andalor, Ald'ruhn, Temple;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Tyermaillin, Balmora, Tyermaillin's House;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Gildan, Ald'ruhn, Gildan's House;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Vaval Selas, Vivec, St. Olms Temple

Reflect-10-20 points for 5 seconds on Self
Cost: 38
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Masalinie Merian, Balmora, Guild of Mages;
Namanian Facian, Sadrith Mora, Morag Tong Guildhall;
Uvele Berendas, Indarys Manor, Berendas' House;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Mertisi Andavel, Tel Branora, Upper Tower;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Zanmulk Sammalamus, Gnisis, Temple

Strong Reflect-20-30 points for 5 seconds on Self
Cost: 63
Available from: Diren Vendu, Tel Mora, Tower Services;
Imare, Balmora, Hlaalu Council Manor;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Milar Maryon, Tel Vos, Services Tower;
Salama Andrethi, Tel Mora, Tower Services;
Tinaso Alan, Tel Mora, Tower Services;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Leles Birian, Ascadian Isles Region;
Mertisi Andavel, Tel Branora, Upper Tower;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer

Shalidor's Mirror-10-30 points for 10 seconds on Self
Cost: 100
Available from: Dileno Lloran, Vivec, High Fane;
Imare, Balmora, Hlaalu Council Manor;
Llaros Uvayn, Caldera, Governor's Hall;
Lloros Sarano, Ald'ruhn, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Ethasi Rilvayn, Balmora, Morag Tong Guild;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Llathyno Hlaalu, Balmora, Temple;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Tunila Omavel, Tel Uvirith, Omavel's House

Wild Reflect-1-40 points for 10 seconds on Self
Cost: 103
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
Imare, Balmora, Hlaalu Council Manor

Llivam's Reversal-20-30 points for 10 seconds on Self
Cost: 125
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild

Soultrap
<---------------------------------------------------------------------->
Soultrap for D seconds

Base Cost: 2

The Soultrap spell is used to gather Souls in order to use for 
Enchanting. To use it, cast the spell on the creature whose soul you 
wish to capture before killing it, and then kill it while the spell is 
still active. You can tell the spell is active by the cloud of smoke 
that will circle the creature until the duration expires. Additionally, 
you must also have a Soul Gem in your inventory to capture the creature 
in. The soul will automatically be captured in the smallest empty Soul 
Gem in your inventory which is large enough for that soul. If you are 
successful, a note on the bottom of the screen will inform you that you 
have captured a soul.

You cannot capture NPC souls with this spell, only creatures. Also, 
some creatures do not have souls, such as Dwemer Centurions. Attempting 
to capture a soul from an NPC or a creature without a soul will cause a 
failure message to appear when you cast the spell. Soultrapping NPCs 
also has the unusual side effect of causing swirling clouds of smoke to 
spin around empty places in the area-sometimes very far away from where 
you actually cast the spell. These are harmless, but will not go away 
until you save and reload. An unlimited number of the three small soul 
gems (Common, Lesser, and Petty) can be purchased from trader Fadase 
Selvayn in Tel Branora. The seller restocks continually: 3 Common Soul 
Gems, 5 Lesser Soul Gems, and 10 Petty Soul Gems. It is possible to 
capture more than one soul from the same creature. To do so, however, 
you must have multiple Soul Trap effects. Casting the same Soul Trap 
spell repeatedly will not work. If you create multiple Soul Trap spells 
(or a single spell with multiple iterations of the Soul Trap effect), or 
mix spells with Soul Trap enchantments or scrolls, you can capture a 
large number of souls-provided you have enough Soul Gems for all of them 
and all of the multiple Soul Trap effects are still active when the 
creature is killed. The Soul Trap spell is commonly used for what is 
known as the "Soul Trap Glitch," though it is known to work with many 
spells other than Soul Trap. By creating a spell which has Soultrap on 
Target and any beneficial spell on Self, for 1 second each, and then 
casting the spell at the ground below you, the beneficial spell will 
end up being permanent. You can do this repeatedly to increase your 
skills and attributes to godly levels. Of course, almost anybody would 
agree that this is blatant cheating (I certainly do). When Summoning and 
Soul Trapping any creature, be sure to stand about six feet away if you 
plan to cast spells on it. Should you be too close, the game code will 
have the spell target you instead of the summoned creature. This bug is 
in effect only before the summoned creature switches from ally to 
enemy, which ordinarily takes three strikes. When enchanting weapons 
with Soul Trap set to Cast When Strikes, be sure to set the duration to 
at least 2 seconds. A duration of 1 second is insufficient to capture a 
soul due to how the engine handles spell timers. The text that displays 
when you capture a soul is misspelled-it says "Your have captured a 
soul" when it should be "You have captured a soul". 

Ingredients: None

Premade spells:

Soultrap-60 seconds on Touch
Cost: 6
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Farena Arelas, Tel Uvirith, Arelas' House;
Llaros Uvayn, Caldera, Governor's Hall;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Arnand Liric, Buckmoth Legion Fort, Interior;
Gildan, Ald'ruhn, Gildan's House;
Masalinie Merian, Balmora, Guild of Mages;
Ranis Athrys, Balmora, Guild of Mages

Spell Absorption
<---------------------------------------------------------------------->
Spell Absorption M points for D seconds

Base Cost: 10

Gives a M% chance that incoming spells will be absorbed, and their 
casting cost will be used to restore the subject's Magicka pool instead 
of taking effect. Spells that are not absorbed will behave normally, 
doing their full effect.

For each active source of this effect, a check is made to see if an 
incoming spell is absorbed. The check is done on a scale of 100, 
meaning 1 point equals 1 percent. Unlike Reflect, if you are affected 
by two spells of 50 point Spell Absorption, the total chance to absorb 
spells is not 100%. After the initial check of 50%, another check of 
50% makes the total chance 75% to absorb. This effect is very useful to 
those born under the Atronach birthsign, since their Magicka does not 
regenerate with rest as normal due to Stunted Magicka. Fortunately, a 
50% Spell Absorption is part of this birthsign's benefits. Although 
additional Spell Absorption would have lesser effect on characters with 
this birthsign, more is still better, as it's a good way to regain 
Magicka while avoiding hostile spells. Spell Absorption will work in 
combination with Reflect, but Spell Absorption takes precedence, so 
only spells that are not absorbed may be reflected. Having more Spell 
Absorption makes Reflect do less, so if you have 50% of both Absorption 
and Reflect, it does not make you immune to spells. Rather, half of 
spells will be absorbed, and of the half that are not, half of those 
will be reflected. So a total of 75% will be stopped by these effects. 
Spells which are not absorbed or reflected can still be Resisted by the 
appropriate Resist spell. Spells which are absorbed are absorbed at 
full strength. In the case of reflected spells, they are not first 
reduced by the original (pre-reflection) target's resistances. They are 
affected by the resistances of the new (post-reflection) target. Spells 
with no magnitude such as Silence and Paralyze are not immune to Spell 
Absorption, since it is their casting cost, not their magnitude, which 
is absorbed. Tips for using Spell Absorption to regenerate Magicka 
include: i) Summon a creature who attacks using spells. An Ancestor 
Ghost works especially well. Attack the summon three times so it turns 
on you, then absorb its spells. ii) Beneficial spells as well as 
attacks can be absorbed, including blessings and cures such as those 
provided by Shrines. Constant absorption effects may prove detrimental 
when you actually need a Shrine's blessing.

Ingredients: Fire Petal, Lloramor Spines*, Vampire Dust, Void Salts

Premade spells:

Spell Absorption-10 points for 5 seconds on Self
Cost: 25
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Dulian, Buckmoth Legion Fort, Interior;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Tyermaillin, Balmora, Tyermaillin's House;
Aunius Autrus, Wolverine Hall, Imperial Shrine;
Eldrilu Dalen, Vos, Vos Chapel;
Folvys Andalor, Ald'ruhn, Temple;
Sirilonwe, Vivec, Guild of Mages;
Vaval Selas, Vivec, St. Olms Temple

Vivec's Feast-10 points for 5 seconds on Self
Cost: 25
Available from: Danso Indules, Vivec, Temple;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Tunila Omavel, Tel Uvirith, Omavel's House;
Vaval Selas, Vivec, St. Olms Temple;
Dulian, Buckmoth Legion Fort, Interior;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Lloros Sarano, Ald'ruhn, Temple;
Tyermaillin, Balmora, Tyermaillin's House

Weak Spelldrinker-10-20 points for 5 seconds on Self
Cost: 38
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Masalinie Merian, Balmora, Guild of Mages;
Uvele Berendas, Indarys Manor, Berendas' House;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Wild Spelldrinker-1-40 points for 5 seconds on Self
Cost: 51
Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
Mertisi Andavel, Tel Branora, Upper Tower;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Tinaso Alan, Tel Mora, Tower Services;
Leles Birian, Ascadian Isles Region;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Salen Ravel, Maar Gan, Shrine;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Strong Spelldrinker-20-30 points for 5 seconds on Self
Cost: 63
Available from: Diren Vendu, Tel Mora, Tower Services;
Imare, Balmora, Hlaalu Council Manor;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Leles Birian, Ascadian Isles Region

Tranasa's Spelltrap-20-30 points for 10 seconds on Self
Cost: 125
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Lalatia Varian, Ebonheart, Imperial Chapels;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
Llathyno Hlaalu, Balmora, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior

Telekinesis
<---------------------------------------------------------------------->
Telekinesis M feet for D seconds

Base cost: 1

Causes you to be able to manipulate objects from a distance. You can 
open containers or interior doors, pick up objects, or operate switches 
from far away. The magnitude determines the maximum distance from which 
you can interact with objects.

This spell can be used to avoid trapped chests and doors. Instead of 
using Security and a probe, you can set the trap off from a distance, 
and then dodge the effects. This will not work on doors that transport 
between cells, however. This spell effect is also useful for stealing 
objects for characters with low Sneak skill, in cases where getting 
close enough to take it normally would cause you to be seen. 
Telekinesis does not allow you to pick up any light sources or paper 
items at a distance.

Ingredients: Alit Hide, Bonemeal, Scuttle

Premade spells:

Telekinesis-25 points for 5 seconds on Self
Cost: 6
Available from: Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Llaros Uvayn, Caldera, Governor's Hall;
Orrent Geontene, Ald'ruhn, Guild of Mages

Restoration							{SPL007}
o======================================================================o

Cure Blight Disease
<---------------------------------------------------------------------->
Cure Blight Disease

Base Cost: 2000

Removes the effects of Blight Disease from the target. This effect is 
absolutely vital to have if you explore the Ashlands, Molag Amur, or 
Red Mountain regions, as blighted creatures are common there, and some 
blight diseases can be quite debilitating. Black-Heart Blight in 
particular can stop you dead in your tracks by reducing your Strength 
and causing you to become overencumbered and unable to move.

Ingredients: Ash Salts, Meteor Slime, Scrib Jelly

Premade spells:

Rilm's Gift-Cure Blight Disease on Touch, Cure Common Disease on Touch
Cost: 30
Available from: Folvys Andalor, Ald'ruhn, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Saras Orelu, Molag Mar, Temple

Cure Blight Disease-Cure Blight Disease on Self
Cost: 100
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Synnolian Tunifus, Ebonheart, Imperial Chapels;
Arnand Liric, Buckmoth Legion Fort, Interior

Vivec's Tears-Cure Blight Disease on Self
Cost: 100
Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Lloros Sarano, Ald'ruhn, Temple;
Telis Savani, Balmora, Temple;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Llathyno Hlaalu, Balmora, Temple;
Saras Orelu, Molag Mar, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House

Panacea-Cure Blight Disease on Self, Cure Common Disease on Self, 
Cure Poison on Self
Cost: 120
Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
Chambers;
Melie Frenck, Vivec, Telvanni Temple;
Guls Llervu, Ald'ruhn, Guls Llervu's House

Vivec's Touch-Cure Blight Disease on Touch, Cure Common Disease on 
Touch
Cost: 10
Available from: Vivec's Ashmask, Gnisis, Tribunal Temple (free)

Cure Common Disease
<---------------------------------------------------------------------->
Cure Common Disease

Base Cost: 300

Removes the effects of Common Disease from the target. This effect is 
generally a good idea to have available wherever you go, as diseased 
creatures are everywhere, and some diseases are somewhat debilitating. 
This is less of an issue if you are one of the races that has natural 
disease resistance (Argonian, High Elf, Redguard, or Wood Elf), but 
even for them it is still wise to have access to this in case of 
emergency. Of particular note is the Porphyric Hemophilia disease, 
which will turn into Vampirism if not cured within 3 days of 
contracting it. If you do not wish to turn into a vampire, you need to 
cure yourself before this happens.

Ingredients: Chokeweed, Daedra Skin, Gravedust, Green Lichen, Muck, 
Red Lichen, Willow Anther

Premade spells: 

Cure Common Disease-Cure Common Disease on Self
Cost: 15
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Llathyno Hlaalu, Balmora, Temple;
Telis Salvani, Balmora, Temple;
Chaplain Ogrul, Gnisis, Fort Darius;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
Synnolian Tunifus, Ebonheart, Imperial Chapels

Cure Common Disease on Other-Cure Common Disease on Touch
Cost: 15
Available from: Sharn gra-Muzgob, Balmora, Guild of Mages

Rilm's Cure-Cure Common Disease on Self
Cost: 15
Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Milar Maryon, Tel Vos, Services Tower;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Zanmulk Sammalamus, Gnisis, Temple;
Folvys Andalor, Ald'ruhn, Temple;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
Rilvase Avani, Ghostgate, Tower of Dawn;
Ygfa, Pelagiad, Fort Pelagiad

Cure Common Disease Victim-Cure Common Disease on Target
Cost: 23
Available from: Dulian, Buckmoth Legion Fort, Interior;
Vaval Selas, Vivec, St. Olms Temple

Rilm's Gift-Cure Blight Disease on Touch, Cure Common Disease 
on Touch
Cost: 30
Available from: Folvys Andalor, Ald'ruhn, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Saras Orelu, Molag Mar, Temple

Panacea-Cure Blight Disease on Self, Cure Common Disease 
on Self, Cure Poison on Self
Cost: 120
Available from: Galero Andaram, Sadrith Mora, Telvanni Council 
House, Chambers;
Melie Frenck, Vivec, Telvanni Temple;
Guls Llervu, Ald'ruhn, Guls Llervu's House

Vivec's Touch-Cure Blight Disease on Touch, Cure Common Disease 
on Touch
Cost: 10
Available from: Vivec's Ashmask, Gnisis, Tribunal Temple (free)

Cure Paralyzation
<---------------------------------------------------------------------->
Cure Paralyzation

Base Cost: 100

Cures the target of the effects of Paralyzation. It is mostly useful 
for curing other people of this affliction, as it is, of course, 
impossible to cast any spells or use any items while you yourself are 
paralyzed. The only way you can possibly use this effect on yourself is 
by means of a potion or Corkbulb Root, as these can be consumed while 
paralyzed.

Ingredients: Corkbulb Root*, Scamp Skin, Willow Anther, Netch Leather

Premade spells:

Free Action-Cure Paralyzation on Self
Cost: 5
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Telis Salvani, Balmora, Temple;
Folvys Andalor, Ald'ruhn, Temple;
Llathyno Hlaalu, Balmora, Temple

Cure Poison
<---------------------------------------------------------------------->
Cure Poison

Base Cost: 100

Dispels any long-duration Poison effects currently affecting the 
target. Instant-damage Poison effects cannot be stopped, and Health 
lost due to Poison damage is not restored.

This effect has relatively limited use, since most Poison effects are 
instant or have a very short duration. An example of a rare situation 
where a Cure Poison spell can be effective is in Bamz-Amschend, beneath 
Mournhold. There are several Poison traps and spells there which have 
long duration, they can potentially become fatal for characters 
exploring the ruin. Another potential use for potions is when fighting 
Daedroth, which use the powerful Poisonbloom spell to great effect.

Ingredients: Black Lichen, Ghoul Heart, Meteor Slime, Rat Meat, 
Raw Ebony, Roobrush, Scathecraw, Scrib Jelly

Premade spells:

Balyna's Antidote-Cure Poison on Self
Cost: 5
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Ygfa, Pelagiad, Fort Pelagiad;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Synnolian Tunifus, Ebonheart, Imperial Chapels

Cure Poison-Cure Poison on Self
Cost: 5
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Rilvase Avani, Ghostgate, Tower of Dawn;
Chaplain Ogrul, Gnisis, Fort Darius;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt

Seryn's Gift-Cure Poison on Touch
Cost: 5
Available from: Danso Indules, Vivec, Temple;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Milar Maryon, Tel Vos, Services Tower;
Saras Orelu, Molag Mar, Temple;
Zanmulk Sammalamus, Gnisis, Temple;
Folvys Andalor, Ald'ruhn, Temple;
Melie Frenck, Vivec, Telvanni Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer

Panacea-Cure Blight Disease on Self, Cure Common Disease on Self, 
Cure Poison on Self
Cost: 120
Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
Chambers;
Melie Frenck, Vivec, Telvanni Temple;
Guls Llervu, Ald'ruhn, Guls Llervu's House

Fortify Attribute
<---------------------------------------------------------------------->
Fortify Attribute M points for D seconds

Base Cost: 1

Temporarily raises one of the target's attributes by M points for D 
seconds. Derived attributes such as Health, Magicka, Fatigue, and 
Encumbrance will be recalculated if appropriate. After the spell 
expires, the attribute will be restored to its former value.

There is a somewhat irritating bug with this effect, that if you are 
under the effect of a Fortify Attribute, and then are hit with a Drain 
Attribute for the same effect, then when the Drain spell expires, the 
attribute will NOT return to its former value, making the Drain spell 
behave more like a Damage Attribute. The only way to solve this is to 
remove whatever was causing the Fortify Attribute effect, and then cast 
a Restore Attribute effect. You may then put the Fortify Attribute 
effect back on to be returned to your former values. Another bug exists 
specifically with the Fortify Personality effect. Any person who sees 
you while under the influence of a Fortify Personality effect (even if 
you don't talk to them), regardless of how much they liked you before, 
will have their Disposition lowered by the amount of the effect (one 
Disposition point per two Personality points) after the effect expires. 
So even if somebody has 100 Disposition toward you, if you cast a 90 
point Fortify Personality spell and they see you while the spell is 
active, then when the spell wears off their Disposition will be lowered 
to 55. Thus, you should only use such an effect with people you don't 
plan to talk to ever again (though this can be fixed with Speechcraft 
and/or Charm. In fact, it's probably easier just to use Charm in the 
first place). Another note of interest with this effect is that it can 
be added up to eight times in the same spell (because of the eight 
effect limit), regardless of whether or not the same attribute is 
selected, unlike other magic effects. Because of this, it is easy to 
make a spell that boosts any one of your attributes 800 points for one 
second. This trick is useful for Alchemy, if you boost your Intelligence 
and then immediately go to the inventory screen to make super potions.

Ingredients: Fortify Agility: Durzog Meat*, Ectoplasm*, Fire Salts,
Heartwood, Noble Sedge Flowers, Roobrush, Scrib Cabbage, Sload Soap;
Fortify Endurance: Daedra's Heart, Guar Hide, Netch Leather*;
Fortify Intelligence: Ash Yam*, Bloat, Horker Tusk, Netch Leather;
Fortify Luck: Corkbulb Root, Corprus Weepings, Guar Hide;
Fortify Personality: Green Lichen*, Kresh Fiber, Stoneflower Petals;
Fortify Speed: Kagouti Hide, Meadow Rye*, Moon Sugar*, Nirthfly Stalks, 
Shalk Resin, Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt;
Fortify Strength: Ash Yam, Bear Pelt, Daedra Skin*, Dreugh Wax*, 
Durzog Meat, Golden Sedge Flowers, Grahl Eyeball, Vampire Dust;
Fortify Willpower: Bloat, Meteor Slime*, Scrib Jelly*, Wickwheat

Premade spells:

Turn of the Wheel-Fortify Luck 5-20 points for 30 seconds on Self
Cost: 19
Available from: Dileno Lloran, Vivec, High Fane;
Relms Gilvilo, Vivec, Redoran Temple Shrine

Charisma-Fortify Personality 10 points for 60 seconds on Self
Cost: 30
Available from: Dileno Lloran, Vivec, High Fane;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Rirnas Athren, Vivec, Hlaalu Temple;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Lloros Sarano, Ald'ruhn, Temple;
Nilvyn Drothan, Ghostgate, Temple;
Salen Ravel, Maar Gan, Shrine

Fortitude-Fortify Endurance 10 points for 60 seconds on Self
Cost: 30
Available from: Dileno Lloran, Vivec, High Fane;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Llarara Omayn, Balmora, Temple;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Eldrilu Dalen, Vos, Vos Chapel;
Lalatia Varian, Ebonheart, Imperial Chapels;
Lloros Sarano, Ald'ruhn, Temple;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Sedris Omalen, Maar Gan, Outpost

Iron Will-Fortify Willpower 10 points for 60 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Mehra Drora, Gnisis, Temple;
Salen Ravel, Maar Gan, Shrine;
Uvele Berendas, Indarys Manor, Berendas' House;
Lalatia Varian, Ebonheart, Imperial Chapels;
Nilvyn Drothan, Ghostgate, Temple;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Jack of Trades-Fortify Luck 10 points for 60 seconds on Self
Cost: 30
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Nimbleness-Fortify Agility 10 points for 60 seconds on Self
Cost: 30
Available from: Eldrilu Dalen, Vos, Vos Chapel;
Lalatia Varian, Ebonheart, Imperial Chapels;
Rirnas Athren, Vivec, Hlaalu Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Lloros Sarano, Ald'ruhn, Temple;
Sedris Omalen, Maar Gan, Outpost

Quicksilver-Fortify Speed 10 points for 60 seconds on Self
Cost: 30
Available from: Dileno Lloran, Vivec, High Fane;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Rirnas Athren, Vivec, Hlaalu Temple

Troll Strength-Fortify Strength 10 points for 60 seconds on Self
Cost: 30
Available from: Dileno Lloran, Vivec, High Fane;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Salen Ravel, Maar Gan, Shrine

Wisdom-Fortify Intelligence 10 points for 60 seconds on Self
Cost: 30
Available from: Dileno Lloran, Vivec, High Fane;
Llarara Omayn, Balmora, Temple;
Mehra Drora, Gnisis, Temple;
Sedris Omalen, Maar Gan, Outpost;
Eldrilu Dalen, Vos, Vos Chapel;
Lloros Sarano, Ald'ruhn, Temple;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Orc Strength-Fortify Strength 5-20 points for 60 seconds on Self
Cost: 38
Available from: Lloros Sarano, Ald'ruhn, Temple;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Feet of Notorgo-Fortify Speed 10 points for 90 seconds on Self
Cost: 45
Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Zenithar's Gospel-Fortify Personality 10 points for 90 seconds on Self
Cost: 45
Available from: Niras Farys, Sadrith Mora, Telvanni Council House, 
Chambers;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Divine Aid-Fortify Luck & Willpower 10 points for 60 seconds on Self
Cost: 60
Available from: Dileno Lloran, Vivec, High Fane;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Llarara Omayn, Balmora, Temple;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Lalatia Varian, Ebonheart, Imperial Chapels;
Lloros Sarano, Ald'ruhn, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Tunila Omavel, Tel Uvirith, Omavel's House

Daedric Willpower-Fortify Willpower 20 points for 90 seconds on Self
Cost: 90
Available from: Amarie Charien, Moonmoth Legion Fort, Interior

Fortify Fatigue
<---------------------------------------------------------------------->
Fortify Fatigue M points for D seconds

Base Cost: 0.5

Temporarily raises the target's Fatigue by M points for D seconds. 
After the spell expires, their Fatigue will be restored to its former 
value, minus any lost while the spell was active.

When this effect expires, Fatigue can be reduced below zero. Using 
temporary Fortify Fatigue effects can lead to exhaustion at 
unexpected moments. This effect fortifies the "current Fatigue" 
variable, while the derived "maximum Fatigue" stays the same, so skills 
which depend on Fatigue can increase in effectiveness from this 
attribute. By making a super Fortify Fatigue potion (fortifying your 
Intelligence to make better potions, then making extremely effective 
potions) will grant you the ability to jump incredibly high and far, 
without a jump potion. The only difference is that when you land and 
would normally take fall damage, you will instead gain health, even 
above 100%.

Ingredients: Gravetar, Hound Meat, Scrib Jerky, Scuttle

Premade spells:

Enrichment-5-20 points for 30 seconds on Self
Cost: 9
Available from: Niras Farys, Sadrith Mora, Telvanni Council House, 
Chambers;
Rirnas Athren, Vivec, Hlaalu Temple

Vigor-5-20 points for 30 seconds on Self
Cost: 9
Available from: Lalatia Varian, Ebonheart, Imperial Chapels;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Llathyno Hlaalu, Balmora, Temple

Daedric Fatigue-50 points for 90 seconds on Self
Cost: 113
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Llathyno Hlaalu, Balmora, Temple

Fortify Health
<---------------------------------------------------------------------->
Fortify Health M points for D seconds

Base Cost: 1

Temporarily raises the target's Health by M points for D seconds. After 
the spell expires, their Health will be restored to its former value, 
minus any damage received while the spell was active.

This effect has an unfortunate bug which can make it very dangerous to 
use in large doses. When the spell is active, your natural health is 
lowered first when you are damaged. As soon as it expires, the amount 
of health you added is then subtracted from whatever you have at that 
time, regardless of how much damage you have taken. Thus you should be 
very careful not to cast any spell or use any item which more than 
doubles your natural Health maximum. If you do so, and then take more 
than your natural Health value in damage before the spell runs out, 
you will drop dead as soon as it expires. One way to prevent this is to 
get a piece of clothing (NOT armor) enchanted with a constant effect 
Fortify Health, and wear it all the time when using such spells. (Armor 
with this enchantment will work as well, but if the armor ever becomes 
damaged to the point of breaking, you may experience the same bug when 
it does.)

Ingredients: Human Flesh, Large Kwama Egg, Shalk Resin, Vampire Dust

Premade spells:

Vitality-5-20 points for 30 seconds on Self
Cost: 19
Available from: Dulian, Buckmoth Legion Fort, Interior;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Lalatia Varian, Ebonheart, Imperial Chapels;
Lloros Sarano, Ald'ruhn, Temple;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Chaplain Ogrul, Gnisis, Fort Darius;
J'Rasha, Vivec, Foreign Quarter, J'Rasha, Healer;
Llathyno Hlaalu, Balmora, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior

Blood Gift-10-40 points for 30 seconds on Self
Cost: 38
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Saras Orelu, Molag Mar, Temple;
Uvele Berendas, Indarys Manor, Berendas' House;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Mehra Drora, Gnisis, Temple;
Nilvyn Drothan, Ghostgate, Temple;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Sedris Omalen, Maar Gan, Outpost;
Zanmulk Sammalamus, Gnisis, Temple

Daedric Health-25 points for 60 seconds on Self
Cost: 75
Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub

Fortify Magicka
<---------------------------------------------------------------------->
Fortify Magicka M points for D seconds

Base Cost: 1

Temporarily raises the target's Magicka by M points for D seconds. 
After the spell expires, their Magicka will be restored to its former 
value, minus any lost by casting spells while the spell was active.

Ingredients: Belladonna Berries, Emerald*, Saltrice, Stoneflower Petals, 
Wolfsbane Petals

Premade spells:

Powerwell-5-20 points for 60 seconds on Self
Cost: 38
Available from: Chaplain Ogrul, Gnisis, Fort Darius;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Llathyno Hlaalu, Balmora, Temple;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Saras Orelu, Molag Mar, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Eldrilu Dalen, Vos, Vos Chapel;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Lalatia Varian, Ebonheart, Imperial Chapels;
Mehra Drora, Gnisis, Temple;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Sedris Omalen, Maar Gan, Outpost;
Uvele Berendas, Indarys Manor, Berendas' House

Resist Blight Disease
<---------------------------------------------------------------------->
Resist Blight Disease M% for D seconds

Base Cost: 5

This effect decreases your chance of catching blight diseases by M%.

Ingredients: None

Premade spells:

Poet's Whim-1-30 points for 10 seconds on Self
Cost: 39
Available from: Chaplain Ogrul, Gnisis, Fort Darius;
Masalinie Merian, Balmora, Guild of Mages;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Milar Maryon, Tel Vos, Services Tower;
Uvele Berendas, Indarys Manor, Berendas' House

Vivec's Mercy-20 points for 10 seconds on Self
Cost: 50
Available from: Elynu Saren, Suran, Temple;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Llathyno Hlaalu, Balmora, Temple;
Mehra Drora, Gnisis, Temple;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Saras Orelu, Molag Mar, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Leles Birian, Ascadian Isles Region;
Milar Maryon, Tel Vos, Services Tower;
Salen Ravel, Maar Gan, Shrine;
Telis Salvani, Balmora, Temple;
Tinaso Alan, Tel Mora, Tower Services

Shield of the Armiger-30 points for 10 seconds on Self
Cost: 75
Available from: Eldrilu Dalen, Vos, Vos Chapel;
Lloros Sarano, Ald'ruhn, Temple;
Nilvyn Drothan, Ghostgate, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Llarara Omayn, Balmora, Temple;
Mehra Drora, Gnisis, Temple;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Salen Ravel, Maar Gan, Shrine

Resist Common Disease
<---------------------------------------------------------------------->
Resist Common Disease M% for D seconds

Base Cost: 2

This effect decreases your chances of catching common diseases by M%. 
If you are playing an Argonian, High Elf, Redguard, or Wood Elf, you 
are already 75% resistant to disease, so you only need an additional 
25% to make yourself completely immune to common diseases. Note that 
this will protect you from Vampirism as well.

Ingredients: Ash Yam, Bear Pelt, Kagouti Hide, Pearl, Resin, 
Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt

Premade spells:

Resist Common Disease-10 points for 5 seconds on Self
Cost: 5
Available from: Chaplain Ogrul, Gnisis, Fort Darius;
Lalatia Varian, Ebonheart, Imperial Chapels;
Dileno Lloran, Vivec, High Fane

Variable Resist Common Disease-1-30 points for 10 seconds on Self
Cost: 16
Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Seryn's Blessing-20 points for 10 seconds on Self
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Folvys Andalor, Ald'ruhn, Temple;
Nilvyn Drothan, Ghostgate, Temple;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Sedris Omalen, Maar Gan, Outpost;
Tyermaillin, Balmora, Tyermaillin's House;
Vaval Selas, Vivec, St. Olms Temple;
Elynu Saren, Suran, Temple;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Salen Ravel, Maar Gan, Shrine;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Great Resist Common Disease-30 points for 10 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Uvele Berendas, Indarys Manor, Berendas' House;
Masalinie Merian, Balmora, Guild of Mages

Resist Corprus Disease
<---------------------------------------------------------------------->
Resist Corprus Disease M% for D seconds

Base Cost: 5

This effect decreases your chance of catching Corprus Disease by M%. 
However, since your chance of catching Corprus Disease is exactly 0, 
this effect is completely useless. The only way to catch Corprus is 
during the Sixth House Base mission on the Main Quest, and no amount of 
resistance will protect you from it, since it's a scripted effect, 
rather than a standard disease. The only known purpose of this effect 
is that after you are cured of Corprus, this effect appears to let you 
know that you are now "immune" to Corprus, never mind that there was 
never any chance you could catch it in the first place. Even so, there 
is at least one spell in the game that makes use of this effect. This 
would seem to suggest that the designers had originally intended it to 
be possible for player characters to contract this disease without 
proceeding through the main storyline, and was thus removed for 
instability issues.

Ingredients: None

Premade spells:

Variable Resist Corprus Disease-1-30 points for 10 seconds on Self
Cost: 39
Available from: Masalinie Merian, Balmora, Guild of Mages

Strong Resist Corprus Disease-20 points for 10 seconds on Self
Cost: 50
Available from: Leles Birian, Ascadian Isles Region;
Only-He-Stands-There, Balmora, South Wall Cornerclub

Great Resist Corprus Disease-30 points for 10 seconds on Self
Cost: 75
Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub

Resist Fire
<---------------------------------------------------------------------->
Resist Fire M% for D seconds

Base Cost: 2

This effect decreases the damage dealt by the Fire Damage effect. M is 
the percentage of damage reduction. At 100%, you will be immune to Fire.

Dark Elves have 75% natural Resist Fire. High Elves have 50% natural 
Weakness to Fire, so spells or items that counteract this weakness will 
be significant for a High Elf character. Note that a spell of Weakness 
to Fire whose magnitude is equal to or greater than any Resist Fire 
effect currently active will completely nullify it, and any subsequent 
Fire Damage will not be affected by it.

Ingredients: Black Anther, Fire Petal*, Frost Salts

Premade spells:

Resist Fire-10 points for 5 seconds on Self
Cost: 5
Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
Chambers;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Variable Resist Fire-1-30 points for 10 seconds on Self
Cost: 16
Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; 
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Strong Resist Fire-20 points for 10 seconds on Self
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Vaval Selas, Vivec, St. Olms Temple

Great Resist Fire-30 points for 10 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Uvele Berendas, Indarys Manor, Berendas' House;
Masalinie Merian, Balmora, Guild of Mages

Flameguard-20-40 points for 30 seconds on Self
Cost: 90
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Elynu Saren, Suran, Temple;
Lloros Sarano, Ald'ruhn, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Dileno Lloran, Vivec, High Fane;
Llarara Omayn, Balmora, Temple;
Masalinie Merian, Balmora, Guild of Mages;
Ygfa, Pelagiad, Fort Pelagiad

Resist Frost
<---------------------------------------------------------------------->
Resist Frost M% for D seconds

Base Cost: 2

This effect decreases the damage dealt by the Frost Damage effect. M is 
the percentage of damage reduction. At 100% you will be immune to Frost.

Nords have natural 100% Resist Frost. High Elves have natural 25% 
Weakness to Frost, so spells or items that counteract this weakness 
will be significant for a High Elf character. Note that a spell of 
Weakness to Frost whose magnitude is equal to or greater than any 
Resist Frost effect currently active will completely nullify it, and 
any subsequent Frost Damage will not be affected by it.

Ingredients: Black Lichen, Bristleback Leather, Fire Salts, 
Grahl Eyeball*, Gravetar*, Holly Berries*, Raw Stalhrim*

Premade spells:

Resist Frost-10 points for 5 seconds on Self
Cost: 5
Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
Chambers;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Variable Resist Frost-1-30 points for 10 seconds on Self
Cost: 16
Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Strong Resist Frost-20 points for 10 seconds on Self
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Vaval Selas, Vivec, St. Olms Temple

Great Resist Frost-30 points for 10 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison

Frostguard-20-40 points for 30 seconds on Self
Cost: 90
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Elynu Saren, Suran, Temple;
Lloros Sarano, Ald'ruhn, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Dileno Lloran, Vivec, High Fane;
Llarara Omayn, Balmora, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Ygfa, Pelagiad, Fort Pelagiad

Resist Magicka
<---------------------------------------------------------------------->
Resist Magicka M% for D seconds

Base Cost: 2

Resist Magicka decreases the damage or other negative effects done by 
most spell effects. These include Absorb Health, Damage Health, Drain 
Health, Absorb Fatigue, Damage Fatigue, Drain Fatigue, Absorb 
Attribute, Damage Attribute, Drain Attribute, Absorb Skill, Damage 
Skill, Drain Skill, Blind, Burden, Disintegrate, Sound, and any 
Weakness effects. It protects against disease as well, as all diseases 
apply only these resisted effects. This does not reduce Fire, Frost, 
Poison, or Shock Damage. It does not protect against effects with no 
magnitude either, such as Paralyze or Silence. Bretons have natural 50% 
Resist Magicka, and Orcs have natural 25%. High Elves have natural 50% 
Weakness to Magicka, so they in particular may want spells and items 
with this effect in order to counteract that weakness.

Certain magical items have negative effects which can be resisted, but 
Resist Magicka will not nullify the positive effects. Creating a custom 
100% Resist Magicka spell that lasts 3 seconds costs about 280 gold. 
Opening the inventory immediately after casting this spell will allow 
time to equip constant effect items and resist their negative effects 
for the remaining time the items are equipped. This trick is most 
popular to use with the Boots of Blinding Speed. Once Resist Magicka 
reaches 100%, it is the only type of resistance that can't be broken by 
a Weakness effect, since Weakness is itself a Magicka type spell.

Ingredients: Ash Salts, Belladonna Berries*

Premade spells:

Resist Magicka-10 points for 5 seconds on Self
Cost: 5
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers

Variable Resist Magicka-1-30 points for 10 seconds on Self
Cost: 16
Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Strong Resist Magicka-20 points for 10 seconds on Self
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Vaval Selas, Vivec, St. Olms Temple

Great Resist Magicka-30 points for 10 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison

Magickguard-20-40 points for 10 seconds on Self
Cost: 30
Available from: Eldrilu Dalen, Vos, Chapel;
Lloros Sarano, Ald'ruhn, Temple;
Niras Farys, Sadrith Mora, Telvanni Council House;
Salen Ravel, Maar Gan, Shrine;
Llathyno Hlaalu, Balmora, Temple;
Nelso Salenim, Sadrith Mora, Telvanni Council House;
Rilvase Avani, Ghostgate, Tower of Dawn;
Somutis Vunnis, Moonmoth Legion Fort, Interior

Resist Paralysis
<---------------------------------------------------------------------->
Resist Paralysis M% for D seconds

Base Cost: 0.2

Reduces the chance of being paralyzed by M%. Contrary to some sources, 
this does not reduce the duration of Paralysis effects. Any Paralyze 
effect which is not resisted will still work at full strength. Vampires 
are 100% immune to Paralysis.

Ingredients: Horn Lily Bulb*, Timsa-Come-By Flowers, Sweetpulp

Premade spells:

Resist Paralysis-50 points for 30 seconds on Self
Cost: 300
Available from: Eldrilu Dalen, Vos, Chapel;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Rirnas Athren, Vivec, Hlaalu Temple

Resist Poison
<---------------------------------------------------------------------->
Resist Poison M% for D seconds

Base Cost: 2

This effect decreases the damage dealt by Poison. M is the percentage 
of damage reduction. At 100% you will be immune to Poison.

Argonians have natural 100% Resist Poison, and Redguards have 75%. Note 
that a spell of Weakness to Poison whose magnitude is equal to or 
greater than any Resist Poison effect currently active will completely 
nullify it, and any subsequent elemental damage will not be affected by 
it.

Ingredients: Alit Hide, Kwama Cuttle*, Rat Meat

Premade spells:

Resist Poison-20 points for 5 seconds on Self
Cost: 10
Available from: Eldrilu Dalen, Vos, Chapel;
Rirnas Athren, Vivec, Hlaalu Temple;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Variable Resist Poison-1-30 points for 10 seconds on Self
Cost: 16
Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Strong Resist Poison-20 points for 10 seconds on Self
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Vaval Selas, Vivec, St. Olms Temple

Greater Resist Poison-30 points for 10 seconds on Self
Cost: 30
Available from: Elynu Saren, Suran, Temple

Poisonguard-20-40 points for 30 seconds on Self
Cost: 90
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Lloros Sarano, Ald'ruhn, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Tunila Omavel, Tel Uvirith, Omavel's House;
Dileno Lloran, Vivec, High Fane;
Llarara Omayn, Balmora, Temple;
Nilvyn Drothan, Ghostgate, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Ygfa, Pelagiad, Fort Pelagiad

Resist Shock
<---------------------------------------------------------------------->
Resist Shock M% for D seconds

Base Cost: 2

This effect decreases the damage dealt by the effect Shock Damage. M is 
the percentage of damage reduction. At 100% you will be immune to Shock.

Nords have natural 50% Resist Shock. High Elves, on the other hand, 
have natural 25% Weakness to Shock, so spells or items that counteract 
this weakness will be significant for a High Elf character. Note that a 
spell of Weakness to Shock whose magnitude is equal to or greater than 
any Resist Shock effect currently active will completely nullify it, 
and any subsequent Shock Damage will not be affected by it.

Ingredients: Crab Meat, Scrap Metal

Premade spells:

Resist Shock-20 points for 5 seconds on Self
Cost: 10
Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
Chambers

Variable Resist Shock-1-30 points for 10 seconds on Self
Cost: 16
Available from: J'Rasha, Vivec, Foreign Quarter, J'Rasha, Healer

Strong Resist Shock-20 points for 10 seconds on Self
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Vaval Selas, Vivec, St. Olms Temple

Shockguard-20-40 points for 30 seconds on Self
Cost: 90
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Eldrilu Dalen, Vos, Chapel;
Llarara Omayn, Balmora, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Ygfa, Pelagiad, Fort Pelagiad;
Dileno Lloran, Vivec, High Fane;
Elynu Saren, Suran, Temple;
Lloros Sarano, Ald'ruhn, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House

Restore Attribute
<---------------------------------------------------------------------->
Restore Attribute M points for D seconds

Base Cost: 1

Returns one of the target's attributes to their normal value if they 
have been lowered by a Damage Attribute effect.

Restore Attribute will only work up to the natural maximum for the 
attribute, even if a Fortify Attribute effect is present. In other 
words, Restore Attribute only takes effect if the Attribute stat is 
red on the status screen. For example, if your Strength has been 
damaged 25 points, but you're wearing the Fist of Randagulf (right), 
Restore Strength would only give you back 5 points. To get around this, 
remove the Fortify effect (in the above example, remove the gauntlet) 
before invoking the Restore Attribute effect.

Ingredients: Restore Agility: Bonemeal*, Noble Sedge Flowers, 
Scrib Cabbage, Sload Soap;
Restore Endurance: Gravedust, Horn Lily Bulb, Timsa-Come-By Flowers, 
Scales;
Restore Intelligence: Bittergreen Petals*, Ruby, Scrap Metal, 
Wolfsbane Petals*;
Restore Luck: Crab Meat, Hackle-Lo Leaf, Kresh Fiber*;
Restore Personality: Guar Hide, Heather*, Scamp Skin;
Restore Speed: Meadow Rye, Nirthfly Stalks, Raw Ebony, Resin;
Restore Strength: Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp Skin, 
Stoneflower Petals*;
Restore Willpower: Meteor Slime, Scathecraw, Scrib Jelly, Trama Root*

Premade spells:

Restore Agility-Restore Agility 5-20 points for 30 seconds on Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Saras Orelu, Molag Mar, Temple;
Synnolian Tunifus, Ebonheart, Imperial Chapels;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Folvys Andalor, Ald'ruhn, Temple;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Tunila Omavel, Tel Uvirith, Omavel's House;
Zanmulk Sammalamus, Gnisis, Temple

Restore Endurance-Restore Endurance 5-20 points for 30 seconds on 
Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Synnolian Tunifus, Ebonheart, Imperial Chapels;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ygfa, Pelagiad, Fort Pelagiad;
Folvys Andalor, Ald'ruhn, Temple;
Saras Orelu, Molag Mar, Temple;
Telis Salvani, Balmora, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Zanmulk Sammalamus, Gnisis, Temple;

Restore Intelligence-Restore Intelligence 5-20 points for 30 seconds 
on Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Saras Orelu, Molag Mar, Temple;
Synnolian Tunifus, Ebonheart, Imperial Chapels;
Tunila Omavel, Tel Uvirith, Omavel's House;
Ygfa, Pelagiad, Fort Pelagiad;
Folvys Andalor, Ald'ruhn, Temple;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Telis Salvani, Balmora, Temple;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Zanmulk Sammalamus, Gnisis, Temple

Restore Luck-Restore Luck 5-20 points for 30 seconds on Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Telis Salvani, Balmora, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Folvys Andalor, Ald'ruhn, Temple;
Saras Orelu, Molag Mar, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ygfa, Pelagiad, Fort Pelagiad

Restore Personality-Restore Personality 5-20 points for 30 seconds
on Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Folvys Andalor, Ald'ruhn, Temple;
Saras Orelu, Molag Mar, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House

Restore Speed-Restore Speed 5-20 points for 30 seconds on Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Saras Orelu, Molag Mar, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Ygfa, Pelagiad, Fort Pelagiad;
Folvys Andalor, Ald'ruhn, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Restore Strength-Restore Strength 5-20 points for 30 seconds on
Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ygfa, Pelagiad, Fort Pelagiad;
Folvys Andalor, Ald'ruhn, Temple;
Saras Orelu, Molag Mar, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House

Restore Willpower-Restore Willpower 5-20 points for 30 seconds 
on Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Saras Orelu, Molag Mar, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Zanmulk Sammalamus, Gnisis, Temple;
Folvys Andalor, Ald'ruhn, Temple;
Telis Salvani, Balmora, Temple;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Restore Fatigue
<---------------------------------------------------------------------->
Restore Fatigue M points for D seconds

Base Cost: 1

Returns the target's Fatigue by M points per second for the duration.

Ingredients: Bread*, Chokeweed, Crab Meat*, Hackle-Lo Leaf*, 
Hound Meat*, Large Kwama Egg*, Saltrice*, Scrib Jerky*, Scuttle*, 
Small Kwama Egg*

Premade spells:

Rest of St. Merris-1-10 points for 20 seconds on Self
Cost: 6
Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Sedris Omalen, Maar Gan, Outpost;
Galero Andarem, Sadrith Mora, Telvanni Council House, Chambers;
Telis Salvani, Balmora, Temple

Stamina-10-30 points for 30 seconds on Self
Cost: 30
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Saras Orelu, Molag Mar, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Chaplain Ogrul, Gnisis, Fort Darius;
Synnolian Tunifus, Ebonheart, Imperial Chapels;
Tunila Omavel, Tel Uvirith, Omavel's House;
Zanmulk Sammalamus, Gnisis, Temple

Restore Health
<---------------------------------------------------------------------->
Restore Health M points for D seconds

Base Cost: 5

Returns the target's Health by M points per second for the duration.

Ingredients: Corkbulb Root, Corprus Weepings, Emerald, Marshmerrow*, 
Raw Stalhrim, Resin*, Saltrice, Sweetpulp, Wickwheat*

Premade spells:

Balyna's Soothing Balm-3-12 points on Self
Cost: 2
Available from: Sharn gra-Muzgob, Balmora, Guild of Mages

Balyna's Efficacious Balm-3-22 points on Self
Cost: 3
Available from: Synnolian Tunifus, Ebonheart, Imperial Chapels;
Ygfa, Pelagiad, Fort Pelagiad

Veloth's Benison-10 points on Self
Cost: 3
Available from: Melie Frenck, Vivec, Telvanni Temple

Heal Companion-6-15 points on Touch
Cost: 3
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Folvys Andalor, Ald'ruhn, Temple;
Telis Salvani, Balmora, Temple;
Arnand Liric, Buckmoth Legion Fort, Interior;
Saras Orelu, Molag Mar, Temple;
Zanmulk Sammalamus, Gnisis, Temple

Balyna's Perfect Balm-3-30 points on Self
Cost: 4
Available from: Amarie Charien, Moonmoth Legion Fort, Interior

Mother's Kiss-10-20 points on Self
Cost: 4
Available from: Amarie Charien, Moonmoth Legion Fort, Interior
Aunius Autrus, Wolverine Hall, Imperial Shrine;
Danso Indules, Vivec, Temple;
Arnand Liric, Buckmoth Legion Fort, Interior;
Chaplain Ogrul, Gnisis, Fort Darius

Troll's Blood-1-3 points for 10 seconds on Self
Cost: 3
Available from: Nowhere

Veloth's Grace-10 points for 2 seconds on Self
Cost: 5
Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
Chambers;
Melie Frenck, Vivec, Telvanni Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Telis Salvani, Balmora, Temple;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Hearth Heal*-20-80 points on Self
Cost-13
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Danso Indules, Vivec, Temple;
Milar Maryon, Tel Vos, Services Tower

Regenerate-1-5 points for 20 seconds on Self
Cost: 15
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Milar Maryon, Tel Vos, Services Tower;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Chaplain Ogrul, Gnisis, Fort Darius;
Melie Frenck, Vivec, Telvanni Temple;
Saras Orelu, Molag Mar, Temple

Rapid Regenerate-5-10 points for 20 seconds on Self
Cost: 38
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Uvele Berendas, Indarys Manor, Berendas' House;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Tunila Omavel, Tel Uvirith, Omavel's House

o======================================================================o
|								       |
|			   General Tips {TIP001}		       |
|								       |
o======================================================================o
In melee combat, there are three types of attacks-chopping, slashing, 
and thrusting. Each melee weapon has a different damage range for each 
of the three attacks. There is an Always Use Best Attack option in the 
Options menu that removes all the effort from this. I suggest leaving 
it off, as you may want to perform weaker attacks to get easy shots on 
weak enemies and get extra skill experience. If you leave the option 
off, you control which attack is done as follows. For a chop, attack 
while standing still. For a slash, attack while moving left or right. 
For a thrust, attack while moving forward or backward.
<---------------------------------------------------------------------->
If you've played Oblivion or Skyrim, you're used to a red warning when
you're about to steal something. Morrowind doesn't give you that 
luxury, but it's pretty obvious most of the time. If you're in 
someone's house, they probably own everything in it, so be sure you're 
in stealth before you take anything. What makes it complicated is that, 
while you can't see any difference, the game does track stolen items. 
While you don't need to find fences for all stolen goods as in later 
games, you will immediately be accused of theft if you attempt to sell 
someone's own items back to them. This cool effect is bugged, however, 
in that the ownership tag applies to *all* items of a given type, even 
if you've long since gotten rid of the one you actually stole. For 
instance, say you steal one of Arrille's bottles of Mazte in Seyda Neen. 
You head over to Balmora and offload it. Nonetheless, you can never 
sell Arrille *any* Mazte due to this bug. You have to keep careful 
track of what you steal from merchants to keep this glitch handled.
<---------------------------------------------------------------------->
As with items, it's usually pretty obvious when a door or container is 
owned. Any attempt to open a lock, whether by the Security skill or 
with an Open effect, counts as a crime if you are detected. The same is 
true untrapping an object. However, if you successfully unlock and open 
a door, subsequently entering it and being detected inside the formerly 
locked area is fine.
<---------------------------------------------------------------------->
Be careful of owned beds. If you're detected attempting to sleep in 
one, the game actually counts it as a crime, and it can generate a 
bounty and an arrest attempt.
<---------------------------------------------------------------------->
Attacking and killing NPCs is not a crime *if* they attack you first. 
The Taunt option in the Persuasion menu means you can kill pretty much 
anyone with no consequence by getting them to attack you. Of course, 
you only want to do this if you're positive you won't need an NPC alive 
later, so be careful. If you follow my guide, I'll tell you who can and 
can't be killed. Note that, when Taunting, you can't attack until they 
actually take the first swing-if you attack after exiting the dialog, 
but before they take the first swing, you will still be charged with 
assault and/or murder.
<---------------------------------------------------------------------->
There are two controlled substances in Morrowind-Moon Sugar and the 
drug refined from it, Skooma. Most merchants will refuse to Barter with 
you if you have either in your inventory, but there are two 
workarounds. First, you can just drop it on the floor, do your 
business, pick it up, and be on your way. Second, any Khajiit 
merchants, as well as the Creeper and the Talking Mudcrab, will still 
do business and even buy it from you.
<---------------------------------------------------------------------->
Storage is a serious issue in Morrowind. First, every container has a 
limit on the amount of items you can store in it by weight. These 
limits range from 10-100 pounds, but it's pretty easy to hit that limit 
in a hurry. Second, it's very difficult to identify containers that are 
truly safe from respawning. There are two good ways around this 
problem. First, oddly enough, even when a cell resets (which respawns 
enemies and containers), anything left out in the open world will 
persist. Accordingly, you can just store things inside any cell you 
like, so long as you don't put them into containers. Second, a corpse 
is the only container with no weight limit, and the game has a few 
permanent corpses that never disappear. This makes Hlaalo Manor in 
Balmora one of the best houses in the game, as it is central to any 
services you might need, has lots of space, *and* has a permanent 
corpse inside (Ralen Hlaalo) for limitless storage.
<---------------------------------------------------------------------->
While you can't move at all when overencumbered, teleportation spells 
will still work. This means you can carry everything out of a dungeon 
in one go by dropping everything onto a corpse as you find it, then 
taking all the items and casting a teleportation spell when you're 
done. Just don't leave the cell, or the corpse may disappear!
<---------------------------------------------------------------------->
The game has many, many bugs. Fortunately, there is no limit on save 
slots. I suggest making what I refer to as an "anchor save" at all 
following points, at minimum:
i) Each level up, in case something goes wrong with attribute 
multipliers or skill planning;
ii) The beginning of each quest, in case you run into a glitch;
iii) Prior to entering any new dungeon, for the same reason.
<---------------------------------------------------------------------->
Be aware that Morrowind predates the very idea of level scaling 
(crudely born in Oblivion and refined in Skyrim). This means that some 
areas will have enemies that are simply too powerful for you, and 
you'll need to return with levels and gear.

o======================================================================o
|								       |
|			Imperial Prison Ship			       |
|		   (Character Creation/Tutorial)		       |
o======================================================================o
Sequence of Events:						{WLK001}
		1) A Mysterious Voice
		2) Jiub-Choosing A Name
		3) Dock Guard-Choosing A Race
		4) Socucius Ergalla-Choosing A Class & Birthsign
		5) Engraved Ring of Healing
		6) Sellus Gravius-Minimal Direction in a Massive World

Imperial Prison Ship-Hold
o======================================================================o
***ITEMS***
Common Shirt (start wearing this)
Common Pants (start wearing this)
Common Shoes (start wearing this)

***NPCs***
Jiub
Guards

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."

<---------------------------------------------------------------------->
2) 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
***NPCs***
Guards

3) 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-Building A
o======================================================================o
***NPCs***
Socucius Ergalla
Ganciele Douar

***ITEMS***
Release Identification
Iron Dagger

4) 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. I consider this an exploit, so I'll 
come back when I can either competently Sneak or I can Taunt these 
guys into battle and defeat them.

Seyda Neen-Census and Excise Courtyard
o======================================================================o
***ITEMS***
Engraved Ring of Healing

5) 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

6) 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) Fargoth's Ring
		2) Vodunius Nuccius
		3) Ingredient & Item Gathering
		4) Arrille's Tradehouse-Hrisskar's Quest
		5) Lighthouse & Fargoth's Hiding Place
		6) Sneak Grinding
		7) Getting Outfitted
		8) Fargoth's House
		9) Killing Spree
		10) Draren Thiralas' House
		11) Eldafire's House
		12) Vodunius Nuccius' House
		13) Indrele Rathryon's Shack
		14) Erene Llenim's Shack
		15) Fine-Mouth's Shack
		16) Terurise Girvayne's House
		17) Arrille's Tradehouse-Killing
		18) Field Trip for Hammers
		19) Processus Vitellius
		20) Foryn Gilnith's Shack
		21) Lighthouse Looting
		22) Census & Excise Looting
		23) Arrille's Tradehouse-Locks
		24) Alchemy Session 1

Seyda Neen
o======================================================================o
***NPCs***
Eldafire
Indrele Rathryon
Fargoth
Vodunius Nuccius
Teleri Helvi
Erene Llenim
Darvame Hleran
Guards

***QUESTS***
Misc.-Fargoth's Ring

***REWARD***
Disposition Boost-Fargoth
Disposition Boost-Arrille

1) First things first. Find a little Wood Elf named Fargoth, and be 
honest with him about his ring to complete your first quest. His 
Disposition will soar (not relevant), but so will Arrille's, at the 
Tradehouse (much more relevant). Don't worry about the ring, you'll 
get it back soon.

NOTE: In general, I suggest running everywhere. It will gradually 
raise Athletics, which we want. Sneaking everywhere won't do you any 
good-at our current level, we'll never be undetected, so the skill will 
never raise. At present, however, we want to raise Acrobatics by 10 
before reaching level 2, so jump everywhere until it hits 20. If you 
will need Fatigue, I'll let you know, so you can let the bar regenerate 
before attempting a step.

<---------------------------------------------------------------------->
***QUESTS***
Misc.-Vodunius Nuccius
Bloodmoon Main-An Island to the North

2) Find an Imperial named Vodunius Nuccius, and speak to him. Ask him 
for a "little advice" and he'll tell you to take the silt strider to 
get out of Seyda Neen. Ask him for the latest rumors, and if you have 
Bloodmoon installed, he'll tell you about Solstheim. Ask about Solstheim 
to learn there's a boat from Khuul that goes there. Hooray. Head out to 
the strider port (it's the giant bug, tough to miss) and speak to 
Darvame Hleran, the caravener, about Vodunius Nuccius. She'll mention 
that he isn't happy in Morrowind. This quest requires 100 gold to 
complete, so we'll hold off for the moment. Go ahead and ask Darvame 
for the "latest rumors" and she should mention that the local tax 
collector, Processus Vitellius, has gone missing. Hmm.

<---------------------------------------------------------------------->
***ITEMS***
Iron Shardaxe
Silverware Cup
Travel Lantern x4
25 Gold

***CONTAINERS***
Luminous Russula x10
Hypha Facia x1
Bungler's Bane x1
Violet Coprinus x3
Draggle-Tail (pod) x3
Draggle-Tail (flower) x1

***SKILL INCREASES***
Acrobatics x2

***REWARDS***
Nuccius' Cursed Ring

3) Time to see what we can find outside, free for the taking. First, 
head down from the strider port, back to town, along the road. Check 
the two Luminous Russula by the tree on the left. When harvesting 
ingredients, you'll find anywhere from 0 to 3 of whatever you're 
harvesting. Unfortunately, it's random. Head back into town. If you're 
jumping everywhere like I said to, your Acrobatics will raise to 11 
somewhere around the bridge. Keep going back to the Census and Excise 
Office, and nab a Travel Lantern off the wall by the door to the 
Warehouse. Turn around, head past Census and Excise, and turn left 
toward the water. Check a Hypha Facia and a Bungler's Bane growing on 
the tree to your right, then check the three Violet Coprinus growing 
from the ground behind it. Turn toward the lighthouse, but bypass the 
steps leading up to it for now and go poke around the coast. There's a 
Slough Fern to check on the left. Past that, on a little spit of land, 
are a total of eight more Luminous Russula. Head back to the lighthouse 
now, and take the wooden steps to the door. Your Acrobatics will raise 
to 12 at this point. Grab another Travel Lantern next to the lighthouse 
door, but don't go inside just yet. Instead, peek over the corner into 
a hollow treestump to notice a Silverware Cup and 25 gold. Grab both of 
these, then get back to the door and jump atop the rocks to the west. 
Hug the wall if you're having trouble with the jump. From here, jump to 
another hollow treestump and grab the Iron Shardaxe sitting inside. 
Jump out and check the three Draggle-Tail pods and one Draggle-Tail 
flower for ingredients. Any farther out and you'll run into wildlife, 
and we need either a Spear or a Destruction spell at this point to kill 
them inside our plan. We have neither, so head back to town. Go ahead 
and spend the 100 gold on Vodunius Nuccius' cursed ring to complete his 
quest, now that we have the money. Hop over to Arrille's Tradehouse 
now, and grab the Travel Lanterns by both the storage door and the main 
door before heading inside.

Seyda Neen-Arrille's Tradehouse
o======================================================================o
***NPCs***
Arrille
Tolvise Othralen
Hrisskar Flat-Foot
Raflod the Braggart
Albecius Colollius
Tandram Andalen
Elone

***ITEMS***
Elone's Directions to Balmora

***SPELLS***
Frostbite
Spark

***QUESTS***
Misc.-Fargoth's Hiding Place

4) Plenty to do here, but we're not equipped for much of it yet. First, 
talk to Arrille and sell off your Travel Lanterns, Directions to Caius 
Cosades (NOT the package), Nuccius' Cursed Ring (that thing is 
useless), and Silverware Cup. Sell stacks one at a time-you'll get a lot 
more gold that way. We're not ready to raise Mercantile, so just take 
whatever he offers you. Next, go to the Spells menu, and buy Frostbite 
and Spark. This should be affordable if you've been following me 
exactly. Now we can kill things with Destruction, but for the moment I 
suggest only doing that in an emergency. We lack a reliable way to fill 
our Magicka, and raising Destruction won't help us level. Go upstairs 
and speak to Hrisskar Flat-Foot. Agree to help him to start another 
quest. Go speak to Elone about directions to Balmora to receive Elone's 
Directions to Balmora. Sell these to Arrille on your way out.

Seyda Neen-Lighthouse
o======================================================================o
***NPCs***
Thavere Vedrano

***ITEMS***
Travel Lantern x3
Journeyman's Lockpick
Engraved Ring of Healing
300 Gold

***REWARD***
Engraved Ring of Healing
Journeyman's Lockpick
100 Gold

***SKILL INCREASES***
Acrobatics x2

5) Do as Hrisskar said, and go over to the lighthouse and head inside. 
Acrobatics should raise to 13 along the way. Ignore everything for now 
and just zip upstairs to head outside. Grab the Travel Lantern by the 
exit door and wait until nightfall-2 AM usually works for me. You should 
be able to see Fargoth sneaking from here. Once he goes to the treestump 
in the middle of the shacks, you can head down and search it to find 300 
Gold, a Journeyman's Lockpick, and the Engraved Ring of Healing. Before 
running back to Arrille's Tradehouse, go over to the Census and Excise 
Office. Acrobatics should raise to 14 along the way. Note the two Level 
10 locked gates. Let your Fatigue recharge, then open them both with 
your new lockpick. Make sure you're in stealth-no one usually comes 
over here, and when they do, they wander off quickly. Save scum to 
avoid failure-the limited use on our thieves' tools means we can't 
afford it. Grab the Travel Lanterns next to the door from the dock. Now 
head to Arrille's Tradehouse and speak to Hrisskar to turn in the 
quest. Talk to Arrille, sell off the Travel Lanterns, then go to the 
Spells menu and buy the spells Fireball and Hearth Heal. Head back to 
the Census and Excise Office now, and go inside.

Seyda Neen-Census and Excise Office, Building B
o======================================================================o
***SKILL INCREASES***
Sneak x90

6) We've done just about everything we can do without killing things. 
I need a Spear before I can kill things. I also need repair tools, once 
I start using weapons. Arrille has what we need, but since I don't like 
buying things with Barter, I need to be able to steal it. It is time to 
grind Sneak. If it's any consolation, this is the only major grind I 
really recommend for the entire game, and we're getting it done early. 
Turn right as you enter the Office, and head to the corner. Make sure 
Sellus Gravius is facing away from you. Weight that Control key, and go 
do something else for a good, long while. In several hours, Sneak 
should be at 100. Head back to Arrille's Tradehouse once it is.

Seyda Neen-Arrille's Tradehouse
o======================================================================o
***ITEMS***
Iron Spear
Journeyman's Armorer's Hammer x7
Journeyman's Lockpick x5
Journeyman's Probe x2
Apprentice's Mortar and Pestle

***SKILL INCREASES***
Acrobatics x1

7) Now we're talking. On your left as you enter, you should notice 
three baskets against the wall. First, position Tolvise Othralen and 
Arrille so they're facing away from the baskets-just move as they try to 
speak with you. Next, raid the basket closest to the door for more 
items than you can carry. For the moment, take the Iron Spear, the 7 
Hammers, the 5 Lockpicks, and the 2 Probes. Next, look up to spy an 
Apprentice's Mortar and Pestle on the shelf. Grab that too. We're almost 
ready to start killing and looting in earnest, but first we need 
storage. Head outside. Go across the bridge as though you were heading 
to the Silt Strider port, but go to the house on the left 
instead-Fargoth's house. Acrobatics should hit 15 along the way. Pick 
the lock and go inside. This pick may require a good deal of save 
scumming, but we don't want to burn tool uses on failure, so just be 
patient-the pick is doable, I promise.

Seyda Neen-Fargoth's House
o======================================================================o
***ITEMS***
Pewter Candlestick
Tankard x4
Broom
Bucket
Bottle x11
Jug
Cup x5
Pillow

***CONTAINERS***
Basket x2
Cupboard x2
Cloth Sack x2
Sack x1
Barrel x1
Wooden Barrel x1

***SPELLS***
Father's Hand
Resist Magicka
Jack of Trades

8) First, let's store the stuff we won't need until later. I suggest 
just setting things on the table-they won't disappear. Drop your Iron 
Shardaxe, Iron Dagger, Engraved Ring of Healing, Apprentice's Mortar 
and Pestle, all your alchemy ingredients, and all but one of your 
lockpicks, probes, and hammers. Now, grab everything you can. Drop off 
any ingredients, then go sell everything else to Arrille. This might 
take multiple trips-it did for me. Buy the spells Father's Hand, 
Resist Magicka, and Jack of Trades. Now head back outside.

NOTE: We are beginning to find random loot now. You may find something 
awesome I didn't find, or vice versa. I'll be double-checking as I go 
to make certain anything my walkthrough actually relies on is a 
guaranteed find.

Seyda Neen
o======================================================================o
***CONTAINERS***
Violet Coprinus x5
Luminous Russula x5
Slough Fern x2
Hypha Facia x5
Bungler's Bane

***ITEMS***
Common Pants x3
Common Shirt x4
Common Shoes x4
Common Skirt x2
Common Ring x2
Jug

***SKILL INCREASES***
Acrobatics x2
Spear x5
Armorer x1
Speechcraft x1

9) First up, let's head over behind the lighthouse where we found the 
Iron Shardaxe. Get out your Iron Spear and chop the Mudcrab here to 
death. Dispose of the corpse, and don't worry about any hits-Unarmored 
damage is fine. Next, use the hammer you kept with you to repair your 
Iron Spear. This also needs save-scumming, as failure must be avoided. 
However, any success, no matter how small, is good (it took me three to 
repair from 582 to 600). With that done, head around this peninsula and 
gather ingredients-you should hit the total I listed in containers. 
Head back to town-your Acrobatics should hit 16 along the way. Head 
back to Fargoth's House, drop your new ingredients off, and rest until 
healed in the bed. Head outside. At this point, I start killing off 
disposable NPCs for three reasons: i) to help train my skills; ii) to 
get their stuff; and iii) to make sneaking around easier. If I kill 
someone in the guide, I'm certain they won't be needed for anything 
later. If you don't want to do this, the only issue you'll have (for a 
while, anyway) is keeping up with skill increases-you can work around 
that by respawning wildlife as needed. To kill someone with no 
consequence, just use the Taunt option. Use it over and over until the 
person says "That does it." and a red "goodbye" option appears to exit 
dialogue. At this point, they will attack you, but you need to wait 
until they take the first swing. Guards respawn, and some quests need 
Guards alive, so we'll leave them alone. At this point, I Taunt and 
kill the following NPCs: Fargoth, Eldafire, Erene Llenim, and Teleri 
Helvi. We need Darvame Hleran's services, Indrele Rathryon figures in a 
quest later, and Vodunius Nuccius should have disappeared from the game 
after we did his quest. After each fight, repair your Iron Spear to 
full, and rest until healed in Fargoth's House if need be. My first 
target is Fargoth. Before taunting him, talk to him about anything you 
wish. I usually exhaust all dialogue options for completion's sake, 
then save and start Taunting. After successfully Taunting him (and the 
others), you may want to get next to a door so you can zone away and 
wait (not rest) one hour to refill Fatigue, as he fights Hand-to-hand. 
Chop Fargoth to death, and Spear should raise to 31. Dispose of his 
corpse and repair your Iron Spear when done. Go ahead and equip the 
Common Ring we got off of Fargoth. It doesn't really do anything, but I 
like to have my slots filled. My next target is Eldafire. Same 
idea-talk about everything, save, Taunt, chop to death, dispose, 
repair. Fighting Eldafire should raise Spear two ranks, to 33. Equip 
her Common Skirt-it's a separate clothing slot from pants, so you can 
wear both. Your Armorer skill should increase to 6 while repairing the 
Iron Spear after killing Eldafire. I also completely consumed my first 
hammer before the Iron Spear was fully repaired, so I went back to 
Fargoth's House to get another, leaving 5 on the table. The next target 
is Erene Llenim, so find him and repeat the process. Speechcraft should 
increase to 11 while Taunting Erene Llenim. Spear should increase to 34 
during the fight with him. He carries a Hound Meat-make sure you drop 
it off with your other ingredients. Equip his Common Ring to fill your 
second ring slot. Finally, go track down Teleri Helvi and repeat the 
same process. Spear should increase to 35 during the fight with her. 
When that's all handled, go sell any junk to Arrille, then head to 
Draren Thiralas' House, across from Fargoth's House. For reference, 
there should be 4 NPCs left outside in Seyda Neen-Indrele Rathryon and 
three Guards. Acrobatics should increase to 17 while you do so.

Seyda Neen-Draren Thiralas' House
o======================================================================o
***NPCs***
Draren Thiralas

***ITEMS***
Common Pants
Common Ring
Common Shirt
Common Shoes
Bucket
Iron Ladle
Broom
Plate x2
Bottle x4
Flask
Iron Candlestick x2
Cup x3
Pillow
Pitcher
Bowl
Fork
Knife
Spoon

***CONTAINERS***
Wooden Barrel
Sack x6
Crate
Cupboard
Chest

***SKILL INCREASES***
Speechcraft x1
Spear x2
Armorer x1

10) Perform the established routine on Draren Thiralas-talk about 
everything, save, Taunt him, kill him, loot him, repair. Speechcraft 
should increase to 12 while Taunting him, and Spear should increase two 
ranks to 37 during the fight. Armorer should increase to 7 while 
repairing the Iron Spear afterwards. You should also run out of uses on 
your current hammer, so go grab another to finish up-there should now 
be four left on the table at Fargoth's House. Loot Draren's house, 
making sure not to burn more than one lockpick use getting the chest 
open. Drop all ingredients and spare thief tools at Fargoth's House, 
sell all superfluous items to Arrille, and head to Eldafire's House. 
Make sure to pick the lock from stealth-it's difficult to open at our 
skill level, but it is doable. Again, save scum to limit it to one use, 
and head inside.

Seyda Neen-Eldafire's House
o======================================================================o
***ITEMS***
Pillow x2
Iron Candlestick x2
Plate x8
Pitcher x2
Fork x2
Knife x2
Spoon
Bowl
Goblet x2
Bottle
Platter
Flask x3
Bucket
Broom
Small Key

***CONTAINERS***
Crate x3
Wooden Barrel
Basket x3
Barrel
Sack x5
Cloth Sack
Cupboard x2
Large Chest (guaranteed Silver Longsword and 5 Gold)

***SKILL INCREASES***
Security x1
Acrobatics x1

11) Eldafire's House is empty, so get right to looting. Her Large Chest 
is the most difficult lock we've tackled so far, but it's still doable, 
so keep at it until you get it. Security should increase to 11 when you 
finally get the lock open. Take the Silver Longsword and 5 Gold inside. 
Do not read the open book on the bed-it is a Restoration Skill Book, so 
we'll return here when we're ready to raise Restoration. The Small Key 
hanging under the shelf next to the chimney with the kettle can open 
the Large Chest, but I recommend getting the Security experience 
instead. Once the house is clear, drop the Silver Longsword and any 
ingredients at Fargoth's before selling the rest to Arrille. Now head 
to Vodunius Nuccius' house, pick the lock from stealth, and head 
inside. Acrobatics should increase to 18 about now.

NOTE: Redundant keys are irritating, as no one will buy them off you 
and they clutter your inventory. Since they're weightless, I recommend 
dropping them in a container you've already looted and forgetting about 
them. 

Seyda Neen-Vodunius Nuccius' House
o======================================================================o
***ITEMS***
Pewter Candlestick x3
Pillow
Bucket
Broom
Plate x3
Bottle x4
Goblet x2
Spoon x2
Bowl x2
Bread x2
Paper
Fork
Knife
Folded Cloth
Pitcher
Brass Candlestick

***CONTAINERS***
Sack x5
Cloth Sack
Crate x2
Cupboard
Barrel
Basket
Small Chest

12) Vodunius Nuccius' House is also empty, so loot away. Pick open the 
Small Chest-easier than what we've been doing, thankfully. Take any 
ingredients to Fargoth's House, sell everything else to Arrille, and 
head over to the shacks. (The Census and Excise Warehouse might have 
caught your eye, but we can't pick the lock yet). Start with Indrele 
Rathryon's Shack-pick the lock from stealth and head inside.

Seyda Neen-Indrele Rathryon's Shack
o======================================================================o
***ITEMS***
Pitcher
Bowl
Bottle x2
Fork
Knife
Plate
Tankard
Bucket
Broom
Jug
Fishing Pole
Glass Lantern

***CONTAINERS***
Sack x4
Basket
Crate x2
Cloth Sack x2
Barrel

***SKILL INCREASES***
Acrobatics x1

13) Indrele Rathryon's Shack is empty, so just start looting. Drop any 
ingredients at Fargoth's, and sell everything else to Arrille. Acrobatics 
should increase to 19 around now. Skip Foryn Gilnith's shack for now, 
and pick the lock to Erene Llenim's Shack from stealth. Head inside.

Seyda Neen-Erene Llenim's Shack
o======================================================================o
***ITEMS***
Glass Lantern
Fishing Pole
Bottle x3
Folded Cloth
Cup
Bowl
Fork
Knife
Plate
Iron Candlestick
Bucket

***CONTAINERS***
Sack x8
Barrel x3
Crate
Wooden Barrel

14) Erene Llenim's Shack is empty, so just loot away. As usual, drop 
ingredients at Fargoth's, sell excess to Arrille, then head to 
Fine-Mouth's Shack. It's unlocked, so go right in.

Seyda Neen-Fine-Mouth's Shack
o======================================================================o
***NPCs***
Fine-Mouth

***ITEMS***
Common Shirt
Common Pants
Comman Amulet
Travel Lantern
Jug
Basket
Cup x2
Bowl
Bottle
Plate
Fork
Knife

***CONTAINERS***
Barrel
Cloth Sack x2
Wooden Barrel
Sack x2
Crate

***SKILL INCREASES***
Spear x1
Acrobatics x1

15) Follow our routine for Fine-Mouth-exhaust all dialogue, save, 
Taunt, kill, repair. Spear should increase to 38 during the fight. 
Equip his Common Amulet after the fight-now all our clothing slots are 
full, except for a Robe. Realize that you can wear Armor *over* 
clothing without taking it off for almost every slot, and clothing can 
carry enchantments separately from armor. Yeah, we're gonna be godlike 
eventually. For now, loot the shack, drop ingredients at Fargoth's, 
sell excess to Arrille, then head to Terurise Girvayne's House. 
Acrobatics should increase to 20 around now. When it does, STOP jumping 
everywhere and start running instead. It's unlocked, so go right in.

Seyda Neen-Terurise Girvayne's House
o======================================================================o
***NPCs***
Teruise Girvayne

***ITEMS***
Common Shirt
Common Skirt
Common Shoes
Broom
Bucket
Iron Ladle
Spoon x3
Pillow
Silver Dagger
Bottle x4
Goblet x3
Pitcher
Bowl
Rolling Pin
Pewter Candlestick
Fork x2
Knife x2
Plate x2
Paper
Bread x2
Comberry x2

***CONTAINERS***
Sack x5
Cloth Sack
Barrel
Basket x2

***SKILL INCREASES***
Spear x1
Armorer x1

16) Follow our routine for Teruise Girvayne. Spear should increase to 
39 during the fight. Loot away, being careful not to miss the Silver 
Dagger stashed between the crate and its lid next to the bed. Since 
it's badly damaged, go ahead and repair the Silver Dagger in addition 
to your Iron Spear. This should burn through your third hammer, so grab 
number four from Fargoth's house as you offload ingredients. I have 
three reserve hammers left. Armorer should increase to 8 while 
repairing the Silver Dagger, as well. When done, drop the Silver Dagger 
at Fargoth's, but keep the Iron Dagger there as well. When that's all 
done, head back to Arrille's Tradehouse.

Seyda Neen-Arrille's Tradehouse
o======================================================================o
***ITEMS***
Common Shirt x5
Common Pants x5
Common Skirt x2
Common Shoes x5
Common Ring
Jug
Imperial Broadsword
Long Bow
Iron Arrow x30
Imperial Chain Greaves
Imperial Chain Left Pauldron
Imperial Chain Right Pauldron
Imperial Shield
Imperial Steel Boots
Imperial Studded Leather Cuirass
200 Gold
Steel Broadsword x2
Common Belt x2
Chitin Dagger
Steel Axe
Iron Boots
Iron Greaves
Iron Left Bracer
Iron Right Bracer
Iron Right Pauldron
Common Robe
Netch Leather Cuirass


***SPELLS***
Absorb Fatigue

***SKILL INCREASES***
Speechcraft x2
Spear x13
Armorer x2
Acrobatics x10
Unarmored x1

17) First, sell off all the junk from Terurise Girvayne's House. This 
should enable you to buy Absorb Fatigue, Arrille's final spell. Yay! 
Now, begin by running the usual routine on Tolvise Othralen. 
Speechcraft should increase to 13 while Taunting her. Spear should 
increase to 40 during the fight, and we should get our first level-up 
message. Bigger yay! I usually bail during the fight, run over to 
Fargoth's, and sleep. 

***LEVEL UP***
Level 2
+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: 8 Armorer, 5 Athletics, 15 Enchant, 15 Destruction, 
10 Alteration, 10 Illusion, 10 Conjuration, 15 Alchemy, 5 Unarmored, 
11 Security, 100 Sneak, 20 Acrobatics, 10 Light Armor, 10 Short Blade, 
10 Marksman, 13 Speechcraft, 10 Hand-to-hand
Derived Attributes: 46 Health, 225 Magicka, 170 Fatigue

Raise Strength and Endurance, which should both have 5x multiplers, 
and Luck. Check your numbers against mine after the level up. Head 
back and finish her off, bearing in mind that you should resume 
jumping to get around. Sell Tolvise's junk to Arrille, since 
he's right here. That's it for the commoners-the crew of NPCs upstairs 
are quite a bit tougher, but we can handle them with some strategic 
zoning. Let's start with our buddy Hrisskar Flat-Foot, the one we 
found Fargoth's Hiding Place for. He does NOT fight Hand-to-hand, so 
keep a very close eye on your Health. Hrisskar is more than capable of 
one-shotting us at the moment. The trick is to run down to the door 
after Taunting him, but before he attacks you. That way, we can zone 
dance-dart in, get a hit, leave, save, repeat. It's cheesy, but this is 
100 Difficulty Morrowind, in the early levels. The best thing to do is 
get a hit that staggers him, and immediately zone out and save. Keep it 
up, and he'll eventually drop. Spear should increase four ranks to 44 
during the fight. When he finally goes down, note that ALL of his gear 
is stuff we want to hang on to. Head back to Fargoth's, repair 
everything (most of it should have been damaged in the fight), and 
leave it all for later use-the Imperial Broadsword, the Imperial Chain 
Greaves, the Imperial Chain Left Pauldron, the Imperial Chain Right 
Pauldron, the Imperial Steel Boots, the Imperial Studded Leather 
Cuirass, the Imperial Shield, the Long Bow, and the 30 Iron Arrows. 
Bonus-we get back the 200 Gold from Fargoth's Hiding Place as well. 
Repairing this stuff will burn out our fourth hammer, so grab another. 
Our reserve is down to two. As tempting as that armor is, don't put 
any on yet. Heavy and Medium have to wait, as they're part of our 
leveling plan, and I like to get Unarmored done first so I can wear 
armor freely the rest of the game. Anyway, head back to Arrille's when 
all that is done and acquaint yourself with the next target, Raflod the 
Braggart. Talk him through all his dialogue options and save. Taunt him 
and run outside. Note that he isn't as tough as Hrisskar-I was able to 
survive a single hit from him. Zone dance him to death, the same way we 
did Hrisskar. Spear should increase to 45 during the fight. Sell off 
his clothes, then repair your Iron Spear, as well as Raflod's Steel 
Broadsword. This burned through my fifth hammer, so head back to 
Fargoth's and grab another. Down to one reserve. Armorer should 
increase to 9 during these repairs. If Raflod did manage to hit you, 
rest until healed while at Fargoth's. Finish the repairs, swap your old 
Imperial Broadsword for the Steel Broadsword, head back to Arrille's 
Tradehouse, and sell the Imperial Broadsword before going upstairs to 
find our next target-Tandram Andalen. Acrobatics should increase to 21 
along the way. As usual, exhaust all dialogue options with him and 
save. Taunt him, and Speechcraft should increase to 14. Head for the 
door and zone dance, just like before. He's even weaker than Raflod 
was, and you might be able to take multiple hits. If you do get hit, 
keep it, as long as it doesn't kill you. After all, we do want to raise 
Unarmored. Spear should increase to 46 during the fight. Once he's 
down, equip his Common Belt before selling his other clothes to 
Arrille. Head back to Fargoth's and rest to heal any damage. Repair 
your Iron Spear, as well as Tandram's Chitin Dagger. When they're 
repaired, swap the Chitin Dagger with the Iron Dagger, head back to 
Arrille's, and sell off the Iron Dagger. Our next target is Albecius 
Colollius. Be aware that this is our first caster-exciting stuff. He'll 
cast spells until he runs out of Magicka, then he'll start attacking. 
Our Spell Absorption will come in very handy here-if a spell gets 
through, just Quickload. Damage from spells is useless, as it won't 
raise any armor skills. When he gets his axe out (if it gets that far), 
run to the door and start zone dancing. He did switch to his axe 
fairly early with me, and I was able to take one hit-I suggest you do 
so as well. Spear should increase two ranks to 48 during this fight. 
When he goes down, dispose of the corpse ,equip the Common Robe, and 
sell his clothes (not the armor or the axe) before heading back to 
Fargoth's House to rest. Repair all of Albecius' gear, as well as your 
Iron Spear. Keep the Iron Greaves, Iron Left Bracer, Iron Right Bracer, 
and Iron Right Pauldron, but take back the Iron Boots and sell them to 
Arrille. Remember, "keep" means stash it; "equip" means I want you to 
wear it. You will chew through hammer number six here, so grab the last 
reserve. Arrille doesn't restock repair tools, so we'll need to take a 
field trip soon to get some more. Finally, Elone is our final target, 
so run through her dialogue options and save. Taunt her, run to the 
door, and begin zone dancing. She's fairly strong, but you should be 
able to survive a hit or two. Unarmored should increase to 6 when you 
do so. Spear should increase to 49 pretty early in the fight. When it 
does, take a break, head outside, and go over to the lighthouse. If you 
get to the left edge of the first flight of stairs, under the wooden 
edge protruding from the wall, hold down the walk forward key, and mash
the Jump key, your Acrobatics should skyrocket. Grind it to 30 (should 
take under 10 minutes) then run (don't jump) back to finish our 
business with Elone. Let your Fatigue recharge before going back in! 
Spear should increase to 50, and you should get another level up 
message. (See why I pick fights with NPCs?) Run over to Fargoth's 
House and rest 1 hour (rest until healed and Elone regains health too).

***LEVEL UP***
Level 3
+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: 9 Armorer, 5 Athletics, 15 Enchant, 15 Destruction, 
10 Alteration, 10 Illusion, 10 Conjuration, 15 Alchemy, 6 Unarmored, 
11 Security, 100 Sneak, 30 Acrobatics, 10 Light Armor, 10 Short Blade, 
10 Marksman, 14 Speechcraft, 10 Hand-to-hand
Derived Attributes: 52 Health, 225 Magicka, 180 Fatigue

Raise Endurance and Strength by 5 each, along with 1 Luck. Jump back to 
Arrille's, let your Fatigue refill, and get back to the dance. Spear 
should increase two more ranks to 52 before she finally goes down. When 
she drops, sell her clothes to Arrille before jumping back to Fargoth's 
to rest and repair. Armorer should increase to 10 during this session. 
Before I could repair everything, I ran out of hammers, so it's time 
for that field trip I mentioned. Hurray! Head out to Darvame Hleran and 
take the silt strider to Balmora.

NOTE: Any time you sleep, you may get attacked by a Dark Brotherhood 
Assassin. If it happens this early, you'll probably die very quickly, 
so just load the autosave and try to rest again. I'll let you know when 
I think we can handle this.

Balmora
o======================================================================o
***NPCs***
Meldor

***ITEMS***
Journeyman's Armorer's Hammer x20

18) We're just here to restock repair tools, for now, so head down the 
stairs, turn left, go around the corner to the right, then straight to 
Meldor: Armorer, and go inside. Pickpocket his Hammers-you might as 
well go for the whole stack, since the broken formula checks as if you 
did anyway. Once you get it, then head outside, take the silt strider 
back to Seyda Neen, drop all but one in Fargoth's House, finish 
repairing, go to Arrille and sell off the Netch Leather Cuirass and 
Steel Broadsword from Elone. I warn you that pickpocketing is VERY 
tough, as you have to pass multiple checks-opening the window, lifting 
an item, and closing the window all perform separate checks, and 
failing any one of them will get you caught. 

Bitter Coast Region
o======================================================================o
***CONTAINERS***
Violet Coprinus x13
Draggle-Tail (Pod) x10
Draggle-Tail (Flower) x4
Slough Fern x2
Hypha Facia x5
Bungler's Bane x6
Luminous Russula x14

***ITEMS***
Common Shirt
Common Pants
Common Shoes
Tax Record
200 Gold

***QUESTS***
Misc.-Death of a Taxman

***SKILL INCREASES***
Acrobatics x2
Spear x3
Unarmored x1

19) All right, let's go explore a little bit now that we're level 3 and 
substantially more competent in a fight. Head out of Seyda Neen past 
Fargoth's house and turn left. Acrobatics should increase to 31 around 
now. Cross the first bridge and look uphill to the right-there should 
be a critter there. For me, it was a scrib. Waste it with impunity. 
Repair your Iron Spear. Head west back toward the path, but instead of 
following it north, cross it and continue west. When a peninsula juts 
out to your left (south), look for two more critters-I had mudcrabs. 
Kill, repair, kill, repair, then head back to where you turned south 
and head west again. There will be a critter very close by-I had a 
Kwama Forager. You know the drill. Spear should increase to 53 during 
this fight. West of you should be a corpse and another critter, but 
first loop around the rocks into the muck pond directly to the north 
and fight an enemy inside-I had a Rat. Head toward the ingredients in 
the center, and another critter should attack from the north-for me, a 
Kwama Forager. Kill, rest if needed, repair, then search the plants-3 
Violet Coprinus, 2 Draggle-Tail pods, and a Draggle-Tail flower. Look 
south to find a Slough Fern, a Hypha Facia, and a Bungler's Bane, then 
look uphill to the northwest for two more critters-Mudcrabs, in my 
case. Deal with them, one at a time if possible, and Spear should 
increase to 54. Now, head back to that corpse we noticed earlier. Kill 
the critter nearby-for me, a Kwama Forager. You might hear another 
critter-head west around the rocks to find it on the shoreline (usually 
a Mudcrab). Kill it too. While back here, don't miss the two Violet 
Coprinus, three Luminous Russula, or Slough Fern. Back again to the 
corpse. Check around it for six more Luminous Russula, another Slough 
Fern, another Hypha Facia, and another Bungler's Bane. Finally, check 
the corpse itself. It's Processus Vitellius, the missing tax collector. 
Grab everything off him, and hop back to Seyda Neen. On the way, go 
through the muck pond we already searched. At the northern tip, there 
is a tree with three more Bungler's Bane and two more Hypha Facia 
growing from the trunk. There are also two Luminous Russula at the 
base. Directly east is another muck pond, with another critter-I had a 
Mudcrab. Kill and repair, resting if necessary. Search this pond for 
five Violet Coprinus, two Draggle-Tail pods, and a Draggle-Tail flower. 
Turn north, go up the hill, then turn west to another muck pond. Circle 
it to the north to find two more critters-both Mudcrabs for me. Kill, 
rest if needed, and repair. Spear should increase to 55 about now. 
Unarmored should also increase to 7, if you've been taking hits from 
the critters like I advise. Turn directly south and enter the muck 
pond. Fight another critter-I had yet another Mudcrab. Repairing after 
this fight finished the hammer I was carrying. Search this pond for two 
Draggle-Tail pods and a Draggle-Tail flower. South of here, spy another 
critter-for me, a Mudcrab. Kill it and rest if needed, but as we're out 
of hammers, we can't repair. Fortunately, we're just about ready to 
return to town. Head east, passing between two muck ponds we've already 
searched. Continue east, through a third muck pond we already searched, 
and arrive back at the road. Acrobatics should increase to 32 about 
now. If you face northwest, you should see a fence along the road to 
your left. Keep south of that fence-I don't want to trigger Tarhiel 
just yet. If you do it, you'll know what I mean. Instead, directly 
north, search three more Violet Coprinus and three more Luminous 
Russula at the base of a tree. In a muck pond directly to the east, 
find four more Draggle-Tail pods and another Draggle-Tail flower. Now 
follow the road south, searching another Hypha Facia and another 
Bungler's Bane along the way. Back where we first left the road, search 
the tree for three more Bungler's Bane and two more Luminous Russula. 
Finally, head all the way back to Seyda Neen. Drop your new ingredients 
at Fargoth's House, grab another hammer, finish repairing if need be, 
and go sell Processus Vitellius' clothes to Arrille. Hold on to the Tax 
Record, and head back to Socucius Ergalla at Census and Excise-the same 
guy we used in picking a character class. Be honest with him, and he'll 
ask you to solve Processus Vitellius' murder. Head out and speak to a 
guard about it to be directed to Thavere Vedrano at the lighthouse. 
Talking to her will, in turn, direct you to Foryn Gilnith, as well as 
get you a request for Processus' ring. All right, let's head over to 
Foryn Gilnith's shack.

Seyda Neen-Foryn Gilnith's Shack
o======================================================================o
***NPCs***
Foryn Gilnith

***CONTAINERS***
Basket
Barrel x2
Sack x3
Wooden Barrel
Chest

***ITEMS***
Common Belt
Common Pants
Common Shirt
Common Shoes
Tankard
Processus Vitellius' Ring
Jug
Bottle x4
Folded Cloth
Bowl
Cup
Plate
Spoon
Knife

***SKILL INCREASES***
Spear x1
Acrobatics x1

20) Speak to Gilnith, and immediately notice the dearth of dialogue 
options. Ask him about Processus, tell him it's not ok, and kill him 
with your Iron Spear. Spear should increase to 56 during the fight. 
Dispose of Gilnith's corpse, then loot the rest of his house and repair 
your Iron Spear. Ignore the book under the hammock-we're not ready to 
raise Mercantile yet, so we'll come back for it later. When done, head 
to Fargoth's to stash any ingredients, swing by Arrille's and sell the 
Tax Record, Gilnith's clothes and tankard, and any other junk, then 
head back to the lighthouse. Acrobatics should increase to 33 about 
now.

Seyda Neen-Lighthouse
o======================================================================o
***CONTAINERS***
Barrel x4
Crate x2
Sack x6
Cloth Sack
Chest

***ITEMS***
Common Robe
Common Pants
Common Shoes
Processus Vitellius' Ring
Bucket
Broom
Travel Lantern x3
Bread
Paper
Greef
Tankard
The Wraith's Wedding Dowry
Paper Lantern
Spoon
Bowl
Cup
Bottle x2

***REWARD***
Standard Restore Health Potion x2

***SKILL INCREASES***
Speechcraft x1
Unarmored x1

21) Return Processus Vitellius' ring to Thavere Vedrano for a reward. 
Gosh, that's a crummy reward. What should we do about it? Thavere no 
longer has a purpose, so exhaust her dialogue, save, Taunt, kill, and 
repair. Speechcraft should increase to 15 while Taunting her, and Spear 
should increase to 57 during the fight. Now, loot the lighthouse. Go 
ahead and read the Unarmored skill book up top-the skill should raise 
to 8. Spring the lock on the chest, remembering to save scum and avoid 
failure. Offload at Fargoth's, sell junk to Arrille, then head back to 
Census and Excise. You can keep Processus' ring if you like, but I 
usually just sell it.

Seyda Neen-Census and Excise Office
o======================================================================o
***CONTAINERS***
Sack x5
Basket x4
Small Chest x2
Barrel

***ITEMS***
Steel Shardblade
Common Robe
Common Shoes
Imperial Broadsword x2
Imperial Shield
Imperial Steel Boots
Imperial Steel Cuirass
Imperial Steel Helmet
Imperial Steel Left Gauntlet
Imperial Steel Left Pauldron
Imperial Steel Right Gauntlet
Imperial Steel Right Pauldron
Imperial Belt
Imperial Skirt
Basket x2
Bucket x4
Torch x2
Broom x2
Bottle x12
Goblet x20
Pitcher x4
Jug x5
Iron Candlestick
Bowl x12
Limeware Platter
Vase x2
Tankard x8
Brass Candlestick
Quill Pen
Inkwell
Paper x3
Silver Candlestick x4
Vase
Brief History of the Empire v1
Brief History of the Empire v2
Brief History of the Empire v3
Brief History of the Empire v4
Plate x4
The Firmament
Pewter Candlestick
Mazte x5
Silverware Bowl x2
Silverware Pitcher x2
Flask x5
Large Kwama Egg
Bread x4
Note to Hrisskar
Fork
Crab Meat
Knife
Apprentice's Lockpick
Silverware Plate x5
Silverware Cup
Flin
Travel Lantern x2
Imperial Templar Boots
Imperial Templar Knight Cuirass
Imperial Templar Left Bracer
Imperial Templar Left Pauldron
Imperial Templar Right Bracer
Imperial Templar Right Pauldron
Common Pants
Imperial Templar Belt
Warehouse Key
Sujamma x2
Folded Cloth

***REWARDS***
500 Gold

***SKILL INCREASES***
Spear x11
Speechcraft x1
Acrobatics x8
Security x1
Armorer x1

22) Speak to Socucius again to wrap up the Death of a Taxman quest, and 
get a 500 Gold reward. Nice. Now, both guys in this room are 
disposable. Let's do Socucius first-he's a caster with an enchanted 
dagger, but our Spell Absorption will help handle him. Taunt, run, zone 
dance until he drops. Spear should raise to 58 during the fight. Repair 
everything when the fight is over, and Armorer should increase to 11. 
Now go chat with Ganciele Douar. This is the toughest guy we've tried 
to take on yet, but zoning conquers all. Taunt and kill as usual. 
Speechcraft should increase to 16 while Taunting him. Spear will 
increase to 59 early in the fight. When it does, head to the lighthouse 
and quickly grind Acrobatics up to 40. With that done, head back to 
Census and Excise and continue whittling away on Ganciele. Spear will 
hit 60 well before he even drops to half health, so run out to 
Fargoth's for a one-hour rest and...

***LEVEL UP***
Level 4
+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: 11 Armorer, 5 Athletics, 15 Enchant, 15 Destruction, 
10 Alteration, 10 Illusion, 10 Conjuration, 15 Alchemy, 8 Unarmored, 
11 Security, 100 Sneak, 40 Acrobatics, 10 Light Armor, 10 Short Blade, 
10 Marksman, 16 Speechcraft, 10 Hand-to-hand
Derived Attributes: 58 Health, 225 Magicka, 190 Fatigue

Raise Strength, Endurance, and Luck, then get back to work. Spear will 
increase three ranks to 63 during the fight. When he finally goes down, 
before gleefully looting the office, head back to Fargoth's to rest and 
repair your gear. When done, you'll want to stash the Imperial Steel 
Cuirass, Imperial Steel Helmet, Imperial Steel Left Gauntlet, Imperial 
Steel Left Pauldron, Imperial Steel Right Gauntlet, and Imperial Steel 
Left Pauldron. Take the old Iron Left Bracer, Iron Right Bracer, and 
Iron Right Pauldron to sell, along with everything else you got from 
the two fights. Incidentally, after the repair session, I had burned 
through three of Meldor's hammers. Now it's time to loot the office. In 
the first room, don't fret about the door to the docks or the Evidence 
chest. There's nothing in the chest, and we can get back to the dock 
from outside-we'll just come back later to pick these open for Security 
experience. Do pick open the lock level 10 Small Chest, which should 
raise Security to 12. Pick open the lock level 1 Small Chest as well. 
You'll have to make trips to offload-just make sure you keep the 
ingredients and the Apprentice's Lockpick (although I recommend 
sticking with a Journeyman's for actual use). Note that Arrille may run 
out of gold-just wait 24 hours and he'll restock. Search the courtyard 
when done with the first office building. At this point, I found my 
first empty soul gem-hold onto these, just like ingredients. Next up is 
Sellus Gravius...who is a disposable NPC. Yep. Exhaust all dialogue, 
save, Taunt, and...DON'T zone dance. Get behind the table and you can 
hit him with your Spear even though he can't reach you. Holla! Spear 
will increase five ranks to 68 during this fight. When he drops, take 
his stuff and head to Fargoth's to rest and repair it all. You'll want 
to stash the Imperial Templar gear and sell off the Imperial Steel gear 
it replaces. Armorer should hit 12 during this session. For reference, 
you should have the following stashed at Fargoth's house, by category:
Marksman-Long Bow, 30 Iron Arrows
Short Blade-Chitin Dagger, Silver Dagger
Long Blade: Steel Broadsword, Silver Longsword
Axe: Steel Axe, Iron Shardaxe
Light Armor: Imperial Studded Leather Cuirass
Medium Armor: Imperial Chain Left Pauldron, Imperial Chain Right 
 Pauldron, Imperial Chain Greaves
Heavy Armor: Iron Greaves, Imperial Shield, Imperial Steel Helmet, 
 Imperial Templar Knight Cuirass, Imperial Templar Left Bracer, 
 Imperial Templar Left Pauldron, Imperial Templar Right Bracer, 
 Imperial Templar Right Pauldron, Imperial Templar Boots
Thieves Tools: 1 Apprentice's Lockpick, 6 Journeyman's Lockpick, 2 
 Journeyman's Probe (plus a Journeyman's Probe (unused) and a 
 Journeyman's Lockpick (12 uses remaining) in inventory)
Engraved Ring of Healing
Apprentice's Mortar and Pestle
Journeyman's Armorer's Hammer x15 (plus one in inventory, 9 uses left, 
 may vary)
A HUGE pile of ingredients, random
Maybe some empty soul gems, also random

Anyway, we still need to loot Sellus' room back at the office. There's 
a key to the Warehouse in there. Tempting, but I prefer to have the 
Security experience, so I'll wait. Drop off anything you need to, then 
head to Arrille's to sell off any junk. Acrobatics should increase to 
41 about now.

Seyda Neen-Arrille's Tradehouse
o======================================================================o
***CONTAINERS***
Sack x3
Small Chest
Basket x2

***ITEMS***
Iron Arrow x2
Silver Staff
Silver Shortsword
Iron Club
Iron Longsword
Iron Shortsword
Iron War Axe
Chitin Arrow x100
Chitin Shield
Steel Greaves

23) You might be thinking it's time to loot the Tradehouse in earnest, 
but now's a bad time. Once we steal from Arrille (or any merchant), we 
can never sell *any* of that thing back to him, regardless of where it 
came from. For now, we need to limit ourselves to stealing things we 
actually have need of-anything that just gets sold should at least wait 
until we have another merchant to sell it to. We could, of course, make 
field trips, but we have several dungeons to explore before we truly 
leave Seyda Neen, and we'll want to use Arrille to sell that loot. 
However, there are some useful things in here, and we want Security 
experience as well. On the left as you enter, stealth and grab a Silver 
Staff, two Iron Arrows, and a Silver Shortsword. Search all three sacks 
behind and under the table for random alchemy ingredients. Pick open 
the Small Chest on the nearby shelf (lock level 25), still in stealth. 
From the nearest basket, grab an Iron Club, Iron Longsword, Iron 
Shortsword, Iron War Axe, 100 Chitin Arrows, 1 Chitin Shield, and the
Steel Greaves. Leave everything else. The next two baskets contain 
random ingredients. There's nothing worthwhile to do upstairs, so head 
back to Fargoth's house. Repair the damage on the Silver Staff and 
Silver Shortsword we just got. (This dropped me to 14 reserve hammers, 
FYI). Once done, swap the Silver Shortsword for the Silver Dagger in 
your stash, add the Iron Arrows, Chitin Arrows, Chitin Short Bow, 
Chitin Shield, Iron Club, Silver Staff, and Iron Shortsword to the 
stash, substitute the Iron Longsword for the Steel Broadsword, 
substitute the Iron War Axe for the Steel Axe, and substitute the Steel 
Greaves for the Iron Greaves. Drop off all ingredients. Phew! Go sell 
everything to Arrille, and if you've done it right, he should still buy 
everything. Return to Fargoth's House.

Seyda Neen-Fargoth's House
o======================================================================o
***SKILL INCREASES***
Alchemy x19

24) You knew it was coming. Gather up your whole pile of ingredients, 
and your Apprentice's Mortar and Pestle. I can't hold your hand through 
this too much, as everyone's ingredients are highly randomized, but 
here are some pointers:
-If you can, lead with a potion of Fortify Intelligence. If you can 
make more than 1, drink the first before you make the second, and so on. 
It will dramatically empower the remaining steps. To that end, watch 
for Ash Yam, Bloat, Horker Tusk, and Netch Leather.
-Once fortified, the next priority is to make Restore Magicka potions. 
Since we're using The Atronach, we'll need a bunch of these, so make as 
many as possible and hold onto them. Watch for Adamantium Ore, 
Belladonna Berries, Comberry, Daedra's Heart, Frost Salts, Heartwood, 
and Void Salts.
-Early on, we'll want Waterbreathing potions-our Athletics is too low 
to handle swimming on its own, but we want to explore those grottos 
nonetheless. Watch for Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula, 
and Pearl.
-If you can make Levitate potions, do so and keep them stashed. Watch 
for Coda Flower, Racer Plumes, Sweetpulp, and Trama Root.
-In grottos and other zones with no dry land, we won't be able to rest 
if we get damaged, so Restore Health potions are good as well. Watch 
for Corkbulb Root, Corprus Weepings, Emerald, Marshmerrow, Raw 
Stalhrim, Resin, Saltrice, Sweetpulp, and Wickwheat.
-Other than that, just make as many potions as possible to get the 
skill up. Trial and error works fine-it will show you if ingredients 
match "invisible" effects in the interface.
-Never allow failure. Save scum like a cheesemaster. Wasting 
ingredients SUCKS.

To summarize, here's a good idea of what's worth holding onto, as 
opposed to what is just vendor trash. Anything I list is worth keeping, 
and should be considered descending in priority. Anything I don't list 
is vendor trash-once you've exhausted the possibilities for good stuff, 
I only suggest hoarding ingredients for Fortify Intelligence and 
Restore Magicka-the rest can eventually be tackled with spells, but 
Intelligence is our road to Enchanting success, and Restore Magicka 
fuels our godlike Atronach powers. Make anything else you can, then 
sell it off.

1) Fortify Intelligence (Ash Yam, Bloat, Horker Tusk, Netch Leather)
2) Restore Magicka (Adamantium Ore, Belladonna Berries, Comberry, 
 Daedra's Heart, Frost Salts, Heartwood, Void Salts)
3) Waterbreathing (Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula, 
 Pearl)
4) Levitate (Coda Flower, Racer Plumes, Sweetpulp, Trama Root)
5) Restore Health (Corkbulb Root, Corprus Weepings, Emerald, 
 Marshmerrow, Raw Stalhrim, Resin, Saltrice, Sweetpulp, Wickwheat)
6) Restore Attribute (any)
 Agility-Bonemeal, Noble Sedge Flowers, Scrib Cabbage, Sload Soap
 Endurance-Gravedust, Horn Lily Bulb, Timsa-Come-By Flowers, Scales
 Intelligence-Bittergreen Petals, Ruby, Scrap Metal, Wolfsbane Petals
 Luck-Crab Meat, Hackle-Lo Leaf, Kresh Fiber
 Personality-Guar Hide, Heather, Scamp Skin
 Speed-Meadow Rye, Nirthfly Stalks, Raw Ebony, Resin
 Strength-Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp Skin, 
  Stoneflower Petals
 Willpower-Meteor Slime, Scathecraw, Scrib Jelly, Trama Root
7) Cure Blight Disease (Ash Salts, Meteor Slime, Scrib Jelly)
8) Cure Common Disease (Chokeweed, Daedra Skin, Gravedust, 
 Green Lichen, Muck, Red Lichen, Willow Anther)
9) Cure Paralyzation (Corkbulb Root, Netch Leather, Scamp Skin, Willow 
 Anther)

I don't think the other positive effects merit holding onto. Detect 
spells are useless, since they miss items anyway. Cure Poison is useful 
in precisely one dungeon, and by the time we're there we'll have 
achieved near-godhood anyway. Feather, Fire, Frost, and Lightning 
Shield are all from the freely-castable Alteration school, and are also 
all fairly worthless. Attribute fortification apart from Intelligence 
is only good when it's permanent, something potions can't achieve. 
Fortify Attack is equally useless when temporary. Fortify Health, 
Fatigue, and Magicka are actually dangerous, given the bugs in their 
implementation when temporary effects expire. Invisibility is worthless 
and there is no Chameleon potion. Light is equally useless, as is 
Night-Eye. Reflect and Spell Absorption are definitely useful, but as 
above, only boosting them temporarily is of questionable value. The 
same is true of resistance effects. Restore Fatigue is pointless since 
it regenerates from us just standing there. Swift Swim is useless in a 
world with Waterbreathing, as is Water Walking. Telekinesis is 
redundant since we maxed Sneak, and I'd rather use traps to raise 
Security. Finally, since Morrowind doesn't have weapon poisoning (a 
feature introduced in Oblivion), negative effect potions are truly 
good ONLY for selling.

Even with the above effects, most will be rendered redundant when we 
have more spells, reliable Magicka restoration, and free use of the 
Restoration college. The exceptions are, of course, Fortify 
Intelligence and Restore Magicka. While I recommend using Fortify 
Intelligence potions now to make raising Alchemy less painful, once we 
can craft potions with no chance of failure, we'll start hoarding those 
ingredients and potions for dear life. So, why do I suggest hanging on 
to those I do? Without freely usable Restoration, which we won't have 
for a while, the ability to restore attributes and cure diseases will 
be highly useful. Shrines can solve the problem, but they require us to 
travel to a shrine, potentially undoing a lot of progress through a 
wilderness or dungeon. Cure Paralyzation potions are the only option 
for curing paralysis-you can't cast spells, and you're incredibly 
vulnerable while stuck. Restore Health is useful for places where we 
can't rest, which are more frequent than you'd think. Levitate is often 
necessary for navigation, but will become obsolete as soon as we learn 
a levitate spell. This is also true for Waterbreathing, but it is also 
rendered less worthwhile by the gradual progression of the Athletics 
skill. With no Athletics to speak of and only Arrille's spells to work 
with, however, these effects are very useful to cultivate at this 
stage. Some Restore Attribute combinations will carry a Drain Attribute 
effect as well. This is fine, as the Drain will be temporary. If you 
see Damage Attribute, on the other hand, do not use that potion.

When you get to the "vendor trash" ingredients, start with your 
biggest pile of ingredients, then find the next biggest pile with a 
matching effect. Repeat ad nauseum.

One last note-there is a bug that sometimes pops up in potion making 
where, rather than notification of success or failure, it says "you 
need to type in your name." There is, of course, already a name 
(assuming you chose a valid set of ingredients). You can overcome this 
by filling the rest of the box. I usually just fill it with the 
number "1;" I don't know if other things will work or not.

Throughout the session, my Alchemy skill rose by 19, to 34. I came away 
with the following, but your totals will vary from mine:
Stashed 1 Netch Leather and 7 Comberry;
5 Potions of Cure Common Disease;
5 Potions of Restore Willpower;
7 Potions of Restore Strength;
4 Potions of Levitate;
3 Potions of Restore Endurance;
17 Potions of Restore Health;
1 Potion of Restore Luck;
5 Potions of Restore Personality;
39 Potions of Water Breathing;
and a mega boatload of vendor trash.

Go sell the vendor trash to Arrille, then come back here and grab about 
5 Potions of Water Breathing, 5 Potions of Restore Health, and at least 
1 repair hammer.You should be decked out in common clothes (yay) and 
toting an Iron Spear. It's time to explore.

o======================================================================o
|								       |
|			Dungeons Around Seyda Neen		       |
|								       |
o======================================================================o
Sequence of Events:						{WLK003}
		1) En Route to Nimawia Grotto
		2) Nimawia Grotto
		3) Addamasartus
		4) En Route to Thelas Tomb
		5) Thelas Ancestral Tomb
		6) En Route to Aharunartus
		7) Aharunartus
		8) En Route to Sarys Ancestral Tomb
		9) Sarys Ancestral Tomb
		10) En Route to Remote Shipwreck
		11) Remote Shipwreck
		12) En Route to Akimaes Grotto
		13) Akimaes Grotto
		14) Ingredient Hunting
		15) Alchemy Session II
		16) Travel to Balmora

Bitter Coast Region
o======================================================================o
***CONTAINERS***
Small Kollop

***SKILL INCREASES***
Spear x2
Unarmored x1
Acrobatics x9
Athletics x1

1) Head out as though you were returning to Processus Vitellius' body. 
We've already searched all the plants, but some creatures will have 
respawned. After leaving Seyda Neen, turning left, and crossing the 
first bridge, kill a creature up and to the right-I had a Kwama 
Forager. Rest until healed and repair your Iron Spear. Turn back, cross 
the path, and return to Processus' corpse. I ran into my first Cliff 
Racer along the way. You will learn to HATE these things. Kill it dead, 
rest until healed, and repair your Iron Spear. Pass Processus and head 
west along the coast, killing nine creatures as you go. I had a Scrib, 
a Kwama Forager, a Nix-Hound, a Rat, two Cliff Racers, and three 
Mudcrabs. If possible, rest and repair between each fight-if not, 
that's why we brought Restore Health potions. Spear should increase to 
69 during these fights. Unarmored should also increase to 9. These 
should be enough to increase Spear to 70. When you have a gap between 
battles, grind Acrobatics up to 50-easily done by jumping up a hill. If 
you are getting pummeled by Cliff Racers and have no break (like me), 
switch to Destruction, finish them with Frostbite, then grind 
Acrobatics. It's really easy to grind Acrobatics if you jump south up 
the steep boulder directly east of Processus' body, then jump down to 
the west, straight to the water's edge, taking a small amount of fall 
damage. Rest as needed, loading the autosave if anything attacks you. 
Once finished, go ahead and allow Spear to hit 70 clearing up the 
remaining creatures. Then rest...

***LEVEL UP***
Level 5
+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: 12 Armorer, 5 Athletics, 15 Enchant, 15 Destruction, 
10 Alteration, 10 Illusion, 10 Conjuration, 34 Alchemy, 9 Unarmored, 
12 Security, 100 Sneak, 50 Acrobatics, 10 Light Armor, 10 Short Blade, 
10 Marksman, 16 Speechcraft, 10 Hand-to-hand
Derived Attributes: 65 Health, 225 Magicka, 200 Fatigue

Mop up any remaining creatures, keeping your Spear repaired as you do. 
When they're finally all gone, turn south and wade into the water. This 
will likely attract three Slaughterfish-kill them, as usual, one at a 
time if possible. You'll have to leave the water to rest, if need be. 
Repair (my hammer ran out here, incidentally). Look underwater, due 
west of Processus' body, and you should see the entrance to Nimawia 
Grotto. Check the local map before diving down, checking a Small Kollop 
in front of the cave, and resurfacing for air. Athletics should 
increase to 6 about now. Dive again and enter.

NOTE: Water Breathing potions or spells should be used just before you 
run out of breath, as they refill the Breath meter completely, and it 
starts draining again once they expire.

Nimawia Grotto
o======================================================================o
***CONTAINERS***
Dead Adventurer
Small Kollop x4
Kollop x5
Large Kollop x5
Violet Coprinus x8
Luminous Russula x6
Draggle-Tail (pod) x3
Draggle-Tail (flower)
Slough Fern x2
Bungler's Bane x3

***SKILL INCREASES***
Spear x2
Athletics x1

2) Swim forward and up to catch your breath. Dive again, swim forward 
until you can surface again, and do so. You shouldn't have needed to 
use any potions yet. In this second chamber, dive to search a Kollop 
and a Large Kollop. Turn east and swim into another chamber, wary that 
you likely be attacked by two Slaughterfish when you enter. Kill them 
both, and Spear should increase to 71. Heal with potions if needed-we 
can't rest anywhere in this dungeon. I burned through all five of mine 
after that fight and still didn't have full Health. This is why we need 
to raise Alchemy. Look down, and notice there are two levels to the 
chamber beneath you. First, search the Small Kollop on the east end of 
the top level. Next, dive to the lower level to search a Kollop and a 
Dead Adventurer, who will have a random full set of low-level armor, a 
random low-level weapon, an Apprentice's Lockpick, and an Apprentice's 
Probe. Take all and swim north into the next chamber-watch your breath, 
I needed my first potion here. Stay low and look below you and to the 
left for another Small Kollop. I was attacked by a Dreugh here, as 
well. Kill it with the Spear, using potions to breathe if necessary, 
and then swim east into a fully submerged chamber with another Kollop 
and Large Kollop to search. Turn south from here to find another no-air 
chamber with an additional Kollop and Large Kollop before turning west 
and surfacing where we started this little loop. Phew! I had one potion 
left here, which works out perfectly. Swim east now, into an open-air 
room, and get attacked by another Dreugh as your Athletics increases to 
7. Kill the Dreugh, and Spear should increase to 72. Dive for a Kollop, 
a Large Kollop, and a Small Kollop in this room. Dive east into one 
last submerged chamber to search another Large Kollop and another Small 
Kollop. Use that last potion to get out of here unscathed. That's it. 
Surface immediately when you exit, as you'll probably get attacked by 
a respawned Slaughterfish. Kill it, then make your way north back to 
dry land. Considering how damaged my Spear was, I found it prudent to 
hop straight back to Fargoth's, ignoring all battles. Offload your 
Pearls and any other ingredients, rest until healed, get a new hammer 
and repair your Spear and any gear the Dead Adventurer had, then go 
sell the stuff to Arrille. Turn right out of Seyda Neen now, and go to  
the cave across from the silt strider port-Addamasartus. You shouldn't 
need potions-we can rest here, and we won't be pearl diving. Check 
around the door for five Violet Coprinus, a Slough Fern, and three 
Luminous Russula. Check the muck pond right of the door for three 
Draggle-Tail pods, a Draggle-Tail flower, and a Slough Fern. There's a 
critter here-I had a Nix-Hound. Kill, rest, repair. South of the pond, 
check a tree stump for three Bungler's Bane. Head back toward the 
strider platform. At the base of the tree just east of it, find three 
more Luminous Russula and three more Violet Coprinus. Now, head into 
Addamasartus.

NOTE: Feel free to keep any upgrades from the Dead Adventurer. I am 
focusing the walkthrough around guaranteed finds, so I'll assume there 
was nothing useful other than the thief tools, which should be stashed 
in favor of the Journeyman grade.

NOTE 2: My adventurer had an Iron Shield. For some reason, Arrille 
thought I had stolen one, even though I double checked and the one he 
is set to have was still in his basket. If this happens to you, just 
stash whatever he refuses to buy-we'll sell it to someone else later.

Addamasartus
o======================================================================o
***CONTAINERS***
Barrel x2
Crate x6
Sack
Chest
Rusted Chest
Luminous Russula x3
Violet Coprinus x5

***ITEMS***
Chitin Dagger x3
Common Shirt x2
Common Pants x2
Netch Leather Boots x2
Addamasartus Slave Key x2
Torch x7
Bellows
Bucket x2
Common Robe
Chitin Throwing Star x10 (could vary depending how many she uses)
Cloth Left Bracer
Common Shoes
Apprentice's Lockpick
Apprentice's Probe
Gold x15
Bowl
Goblet x3
Cloth
Bottle
Cup
Iron Saber
Basket
Fishing Pole
Skull
Standard Rising Force Potion
Netch Leather Left Pauldron
Thief Ring
Netch Leather Right Pauldron

***SKILL INCREASES***
Spear x2
Armorer x1
Unarmored x1
Acrobatics x1

3) In the first room, kill Tanisie Verethi and dispose of her corpse. 
Grab the Torch just left of the exit, save, rest, and repair all items. 
Spear should increase to 73 during the fight, and Armorer should 
increase to 13 during repairs. Search this room for a Bellows and two 
Buckets before heading through the Old Gate. A caster named Melar Baram 
will attack from below you, to your right. Kill him, but don't get 
drawn into the room he came from. Rest if needed and repair. Head south 
up the stairs. Pick up the two Torches on the way to the gate, then 
pick the lock (don't use your key). With the Addamasartus Slave Key in 
your inventory, discuss "go free" with all three slaves to free them. 
Pick up their bracers from the ground once you release them. Head to 
the room Melar Baram came from now, grabbing another Torch along the 
way. When you head up to the platform on the left, the final smuggler, 
Mulvisie Othril, will attack you. Unless you've already fought the Dark 
Brotherhood, she's the first NPC to use Marksman weapons so far. Just 
close the gap and Spear her to death, always chopping to maximize skill 
gain. Unarmored should increase to 10 about now, and Spear should 
increase to 74 during the fight. Rest and repair once she's down. Head 
back out to the "dock," grab the Torch, and search the Barrel and the 
two Crates. I found my first Scroll of Fphyggi's Gem Feeder in here. 
Like empty Soul Gems, hold onto these when you find them. Go ahead and 
Soultrap critters as you find scrolls and empty soul gems. We won't be 
raising Enchant for a while, regardless. Search another Crate on the 
way into Mulvisie's old room. Loot away. There's probably more in here 
than you can carry, so go ahead and run back to Fargoth's to drop off 
a) ingredients, b) soul gems and Soultrap scrolls, c) 1 Netch Leather 
Boots, the Chitin Throwing Stars, the Cloth Left Bracer, and the thief 
tools, and d) any skooma. Remember, Moon Sugar is a usable ingredient. 
Sell everything else to Arrille, then come back here. Acrobatics should 
increase to 51, if you've been faithfully jumping about. Once done, 
head back out to the "dock" and get in the water. Dive into the next 
chamber and surface for air. Dive as needed to get the following from 
around the skeleton: Iron Saber, 3 Gold (hard to see, they form a 
triangle around the saber), a Basket, and a Fishing Pole. Search the 
skeleton as well, then surface again. Note a Rusted Chest in the 
southern part of the room-swim over and search it, too. Swim back to 
the "dock," return again to Mulvisie's room, and search behind a pillar 
on the left to find another locked gate. Pick this open as well, and 
head into the tunnel beyond. Swim through to the next cavern, nabbing 
the Skull and Standard Rising Force Potion visible under the rock 
"stairs." When you emerge onto those "stairs," you'll be attacked by a 
Rat. At our level, it might be a Diseased Rat, but we're still too low 
to run into Blight creatures. Kill, rest if needed, and repair. 
Continue to where the Rat came from to find two Luminous Russula and 
three Violet Coprinus surrounding some remains. Among the remains, find 
5 Gold, a Netch Leather Left Pauldron, and a Thief Ring (quite handy). 
Of course, we can't use Enchanted items yet...oh well. Continue through 
the cavern, finding a Netch Leather Right Pauldron and another Torch 
beneath another Luminous Russula and two Violet Coprinus. Continue up 
another set of rock "stairs" and emerge back in the main tunnel. That's 
it for Addamasartus, so return to Fargoth's. Stash any new ingredients, 
the Iron Saber, the Thief Ring, the Netch Leather Left Pauldron, and 
the Netch Leather Right Pauldron. Sell anything else to Arrille, and 
head back to the entrance to Seyda Neen.

Bitter Coast Region
o======================================================================o
***CONTAINERS***
Violet Coprinus x12
Luminous Russula x24
Hackle-Lo x3
Slough Fern x3
Bungler's Bane x11
Hypha Facia x9

***SKILL INCREASES***
Spear x5
Unarmored x1
Acrobatics x1

4) We're headed to our first tomb, which means, if you don't know, 
undead. We haven't found a silver or enchanted spear yet (unless you 
lucked out with a random find), so we'll kill undead with Destruction 
magic. Accordingly, we're fine to set out with our clothes, Iron Spear, 
repair hammer (I'd start carrying two), and thief tools (again, stick 
with Journeyman grade). If you've found random empty soul gems and 
scrolls of Fphyggi's Gem Feeder, bring those, too. I had four empty 
Petty Soul Gems and three Scrolls at this point, but I expect some 
variance there. Head back as though you were returning to Nimawia 
Grotto, killing anything you run into. I killed and successfully 
soultrapped a Nix-Hound. You may start to see Bull Netch around, 
although we're probably not leveled enough for the tougher Betties. 
These are worth the pain in the ass it is to take down, as they drop 
Netch Leather, which figures into Fortify Intelligence potions. Since 
they're docile until attacked, save them for last. Next, I killed a 
Cliff Racer and a Kwama Forager at Processus' body, both of which I 
also soul trapped. Spear should increase to 75 during these fights. 
After resting and repairing, I had a Bull Netch I took down. You might 
just have another critter-these are the wages of randomness, I fear. 
You can usually reach them with a Spear, but if not, feel free to use 
Fireball from the Destruction spell list. When you reach the coast near 
Nimawia Grotto, keep following it instead of entering the water. I had 
three more Mudcrabs to kill here. Spear, rest, repair-you know the 
drill. There were also two additional Bull Netch, but all this is 
indefinite. Pursuing the first Bull Netch ran me into three MORE 
Mudcrabs. Kill, rest if needed, and repair. Whatever you run into, 
Spear should increase to 76 during these fights. As I went after my 
second Bull Netch, I was accosted by a Cliff Racer. Do our thing. Spear 
should increase to 77 as these fights keep happening. When you approach 
a corner of sorts on the coast, notice three Violet Coprinus we haven't 
harvested yet. Continue north along the coast. Another critter here-I 
had a Rat. Approaching a tomb, find three Luminous Russula and another 
Violet Coprinus on the left. Check to the right of the Samarys 
Ancestral Tomb (NOT our destination) for two more Luminous Russula. 
Turn directly south from the Samarys Tomb. Follow the coast here as 
well. Pass Nimawia Grotto on your left, and find three more Luminous 
Russula at the corner. Keep heading south and deal with another 
critter-for me, a Cliff Racer. When it drops, search three more Violet 
Coprinus, three more Luminous Russula, and our first wild Hackle-Lo. 
Continue advancing south and kill another critter-a Mudcrab for me. The 
march south continues as I kill another Mudcrab on the left, and find 
three more Luminous Russula to search. I am also accosted by yet 
another Cliff Racer here. Oy vey. Spear should increase to 78 about 
now. Keep moving south to find a Slough Fern, right before ANOTHER GD 
Cliff Racer attacks (at least in my playthrough). Remember to repair 
after every fight. Incidentally, my hammers ran out repairing after 
this fight. Further south, find three more Luminous Russula and a 
Violet Coprinus on the right. A little further, find a Hackle-Lo and 
three Bungler's Bane on the right, and a Slough Fern on the left. A 
little further, and yet another creature appears-a Cliff Racer for me. 
Unarmored should hit 11 about now. To the left, find another Bungler's 
Bane and four Hypha Facia. At the water's edge, to the right, find 
another critter-a Mudcrab for me. Spear should hit 79 during this 
fight. Find four more Luminous Russula, three more Bungler's Bane, two 
more Hypha Facia, and one more Violet Coprinus here. Head south to the 
water's edge for another Hypha Facia, another Bungler's Bane, and 
another Slough Fern. Acrobatics should increase to 52 about now. Turn 
around and angle right around the rocks for another Hackle-Lo, two more 
Hypha Facia, and three more Bungler's Bane. Turn left here and find 
three more Violet Coprinus and one more Luminous Russula directly above 
the tomb. Turn right here and hop down to the water's edge, finding two 
more Luminous Russula at the base of a tree. Go around this tree to 
find three Violet Coprinus just left of the entrance to Thelas 
Ancestral Tomb. Ready the Fireball spell and head inside.

Thelas Ancestral Tomb
o======================================================================o
***CONTAINERS***
Urn x5
Chest
Small Chest

***ITEMS***
Scroll of Divine Intervention
Hackle-Lo Leaf
Guar Hide
Fire Petal
Thelas Chest Key

***SKILL INCREASES***
Acrobatics x8
Spear x1

5) In the first chamber, you will encounter an Ancestor Ghost and 
another leveled undead. Your Spear does work on Bonewalkers, and since 
I had one, I used it. Fireball can handle the Ancestor Ghost nicely. I 
happened to find a Lesser Soul Gem on my Bonewalker-as always, hoard 
random Soul Gems just like ingredients, and fill them as you're able 
with scrolls of Fphyggi's Gem Feeder. Search the three Urns around the 
Shrine of St. Veloth in this room. The Shrine can be paid to cure any 
disease, restore damaged attributes, or, if you have Spell Absorption, 
refill your Magicka. I consider it a violation of my Ironborn mode to 
buy a blessing, though. I suggest grinding Acrobatics to 60 using the 
torch to the right of the exit to cap your jump height. You won't be 
able to rest yet, and there is another Ancestor Ghost along with 
another leveled undead left to deal with. I had a Skeleton Warrior-try 
to let one into this room at a time. Like Bonewalkers, you can Spear 
any flavor of Skeleton. Use Fireball on the second Ancestor Ghost. 
Spear should increase to 80 now. When the fight is over, go ahead and 
rest...

***LEVEL UP***
Level 6
+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: 13 Armorer, 7 Athletics, 15 Enchant, 15 Destruction, 
10 Alteration, 10 Illusion, 10 Conjuration, 34 Alchemy, 11 Unarmored, 
12 Security, 100 Sneak, 60 Acrobatics, 10 Light Armor, 10 Short Blade, 
10 Marksman, 16 Speechcraft, 10 Hand-to-hand
Derived Attributes: 73 Health, 225 Magicka, 210 Fatigue

Head down the stairs to explore the rest of the tomb. Get a Scroll, 
search two Urns, and grab three ingredients. There's a key in the 
ashpit, but I suggest picking the locks of both chests. That's it. Hop 
back to Fargoth's, ignoring whatever you can. I had to fight a Cliff 
Racer the moment I exited, but was otherwise able to avoid combat. Grab 
two new hammers after resting, and repair your Spear, along with 
anything else you found. Drop off all ingredients and soul gems, filled 
or empty. Sell all else to Arrille, and get ready to head out again. 
Clothing is fine, along with the Iron Spear, Journeyman grade thief 
tools, and two hammers.

Bitter Coast Region
o======================================================================o
***CONTAINERS***
Small Kollop x2
Kollop
Hypha Facia x2
Bungler's Bane x3
Luminous Russula x6
Violet Coprinus x3
Hackle-Lo

***SKILL INCREASES***
Spear x4
Armorer x1
Unarmored x1
Athletics x1

6) Follow the route as though you were returning to Thelas Ancestral 
Tomb, killing anything you run into along the way. Rest and repair 
after each fight. I ran into the following: a Rat just outside Seyda 
Neen; a Nix-Hound at Processus' body (that raised Spear to 81); a Cliff 
Racer, two Kwama Foragers, and five Bull Netch along the Nimawia 
Grotto coastline (Armorer should increase to 14 during this sequence, 
and Spear should increase to 82); and two Mudcrabs, a Diseased Cliff 
Racer, and another Bull Netch after turning south toward Thelas 
Ancestral Tomb (Spear should increase to 83 here). If you see any Netch 
you can't reach, use Fireball to turn them hostile, and they'll come to 
you. We need that Netch Leather! When you reach the southern tip of the 
peninsula where Thelas Ancestral Tomb is, turn due west. If view 
distance is maxed, you can just see another island. Wade into the water 
to attract some aquatic enemies. I had three Small Slaughterfish and 
two Slaughterfish, and Unarmored increased to 12 and Spear increased to 
84 while fighting them. As the critters allow you to, enter the water 
for real. When you first get in, deviate north to dive for two Small 
Kollops and a Kollop. Now, swim west to the island. Athletics should 
increase to 8 during the swim. When you arrive on the island, directly 
in front of you should be a tree with two Hypha Facia and three 
Bungler's Bane. To your right, at the water's edge, are three Luminous 
Russula and a Violet Coprinus. Head west, straight up the hill, to 
fight another creature (I had a Bull Netch). From here, turn due north 
and proceed to the tip of the island, where there is another creature 
(a Mudcrab, in my game). Find two Violet Coprinus and three Luminous 
Russula at the base of a tree here. Finally, find a Hackle-Lo to the 
left of the entrance to Aharunartus. Head inside.

Aharunartus
o======================================================================o
***CONTAINERS***
Sack x2
Wooden Barrel
Crate x5
Low Quality Chest
Cloth Sack x2
Chest
Ancient Chest

***ITEMS***
Steel War Axe
Netch Leather Boots x3
Netch Leather Cuirass
Common Pants x4
Iron Longsword
Nordic Fur Cuirass
Common Shirt x2
Common Shoes
Iron Ladle
Tankard
Bowl
Empty Vial
Iron Dagger
Netch Leather Left Gauntlet x2
Common Amulet
Iron Battle Axe
Netch Leather Greaves
Netch Leather Right Gauntlet
Bone, Part One
Gold x5
Aharunartus Slave Key

***SKILL INCREASES***
Spear x8
Unarmored x2
Security x1
Acrobatics x10
Athletics x2
Destruction x2
Armorer x1

7) You will immediately be attacked by Valund when you enter. Spear 
should increase two ranks to 86 during this fight. Loot his corpse, 
rest, and repair all gear. This ran me out of hammers, FYI. Move 
forward up a ramp to be attacked by Nitterius Rato. Spear him to death. 
Dispose of his corpse and rest. Turn left at the junction to find an 
empty room with some loot. Return to the intersection after gathering 
your goodies and proceed to the west. When you reach the center of the 
docks, you will be attacked by Brothes Oran. Kill him. Unarmored should 
increase to 13 about now, and you will notice your armor *rating* rise 
from 0 to 1 when it does. Hooray! Spear should also increase to 87 
during this fight. Dispose of the corpse, and dismay at your 
Encumbrance. We'll need to offload soon, unfortunately, but we can 
expedite that to minimize repetitive combat. For now, go straight, into 
the water, and dive to find an Iron Mace and two Skulls. You should be 
able to just get them and get back without running out of air. Turn 
right (south) and pick the lock on the Old Gate. This should increase 
Security to 13. Unfortunately, we don't have the key to free the slaves 
yet. Hop back to the entrance and drop everything except the clothes 
you're wearing, your thief tools, the Package for Caius Cosades, and 
the Iron Spear on the ground right by the exit. Head back to the docks, 
turn and enter the final unexplored tunnel, where you will be attacked 
by Yatur gro-Shak. Kill him. Spear should increase two ranks to 89 
during this fight. Dispose of the corpse and rest. Do NOT read the 
book-we aren't ready to raise Medium Armor just yet. Fortunately, we 
can take it with us without reading it. Search the three Crates here, 
and head to the room Yatur came from. I found another Scroll of 
Fphyggi's Gem Feeder here, and had a few empty soul gems ranging in 
quality from Petty to Common. Search two Cloth Sacks, an unlocked 
Chest, and a locked Ancient Chest you should pick open. Don't miss the 
slave key on top of the Ancient Chest, either. Go back and free the 
four slaves now. After freeing the second one, your fifth total one, 
you can ask an already-freed slave about "go free" to learn about the 
Twin Lamps. Interesting. Don't forget to pick up their bracers after 
you free them. I recommend taking a moment to grind Acrobatics to 70. 
The stairs to Yatur's room will work nicely. Return to the exit now, 
gather everything (this will overencumber you), and transition outside. 
Drop enough to move at the entrance, making sure you at least hold on 
to the Iron Spear and the skill book. Go back to Seyda Neen, only 
fighting when forced to. I had to fight a Cliff Racer as I emerged from 
the cave, as well as two Slaughterfish and a Small Slaughterfish in the 
water near this island. This should raise Spear to 90, so step back to 
shore and rest...

***LEVEL UP***
Level 7
+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: 14 Armorer, 8 Athletics, 15 Enchant, 15 Destruction, 
10 Alteration, 10 Illusion, 10 Conjuration, 34 Alchemy, 13 Unarmored, 
13 Security, 100 Sneak, 70 Acrobatics, 10 Light Armor, 10 Short Blade, 
10 Marksman, 16 Speechcraft, 10 Hand-to-hand
Derived Attributes: 81 Health, 225 Magicka, 220 Fatigue 

Swim across now, only fighting when forced to. Athletics should 
increase to 9 during the swim. I had to deal with another Slaughterfish 
during the swim back. Hop back to Fargoth's, only fighting when forced 
to. I had to fight another Cliff Racer, but that was all. Drop 
everything save your book, clothes, and spear at the entrance to 
Fargoth's without going inside. Now, return to Aharunartus for the 
rest. This way, you avoid triggering additional respawns. I was 
cornered by another Cliff Racer on the return trip. Spear should 
increase to 91 during that fight. I had to fight a Mudcrab and a 
Diseased Cliff Racer as well, which raised Spear to 92. Back in the 
water, I still managed to get attacked by three Slaughterfish and a 
Dreugh. Unarmored should increase to 14 here. My spear actually broke 
while dealing with the Dreugh, so I finished it with Frostbite. I was 
attacked by two more Dreugh and another Slaughterfish as I approached 
the island, and killed them all with Frostbite as well. Destruction 
should increase to 16 as a result. Once you're finally across, gather 
everything you left at the Aharunartus entrance and return again to 
Seyda Neen. Athletics should increase to 10 during your return swim. I 
got attacked again by five Cliff Racers on the way back. Kill them 
with Fireball, before they even reach you. If they do get close, switch 
to Frostbite-it does more damage. Destruction should increase to 17 
here. Finally, with our weapon broken and about 20% of our Magicka pool 
remaining, arrive back at Fargoth's House, pick up everything 
(overencumbered), and head inside. Grab your hammers and repair 
everything. This should increase Armorer to 15. Stash all ingredients. 
Replace the Cloth Left Bracer with a Netch Leather Left Gauntlet, and 
stash a Netch Leather Right Gauntlet and Netch Leather Greaves along 
with it. Stash any empty Soul Gems, except those you can fill on the 
next outing with scrolls. Also stash anything that overlaps with 
what we've previously stolen from Arrille-for me, that included an Iron 
Shield, Steel Greaves, and an Iron Longsword. Finally, stash your copy 
of Bone, Part One. Go sell everything to Arrille. While there, go 
upstairs and open the level 35 locked Small Chest-it is now possible 
with a Journeyman's Lockpick at full Fatigue. It's time to set out 
again, and I've learned my lesson about having enough stuff with me. 
Bring all the Common Clothes you've been wearing, all Journeyman grade 
thief tools, all hammers, any scrolls of Fphyggi's Gem Feeder, and 
enough empty soul gems to fill with those scrolls (I had one, and 
brought a Petty gem to fill). We're going back to that island again.

Bitter Coast Region
o======================================================================o
***CONTAINERS***
Slough Fern x2
Hypha Facia x6
Bungler's Bane x5
Hackle-Lo x2
Luminous Russula x3
Violet Coprinus

***SKILL INCREASES***
Spear x3
Unarmored x1

8) So, head back to the island, fighting whatever comes your way (and 
soultrapping when possible). You should still make a point of attacking 
any Bull Netch, especially if you're missing Magicka-their Poisonblooms 
can go a long way toward refilling it via our Spell Absorption. I set 
out with 59/225, for reference. We're heading to a tomb, so we may need 
our Destruction magic. My first battle was at Processus' body and 
involved two Cliff Racers, one of which I soultrapped. Rest and repair, 
as usual. I also found a Scrib, a Diseased Scrib, and a Bull Netch 
here, all of which I killed. Absorbing both of the Netch's Poisonblooms 
put me at 137/225. Nice! Rest and repair in each lull. Spear should 
increase to 93 during these fights. I attracted a Bull Netch from over 
the water with a Fireball. Absorb spells, kill, rest, repair. He got me 
to 210/225-almost full already. See why The Atronach kicks ass? I was 
attacked by a Nix-Hound as I passed Nimawia Grotto. The game just 
doesn't quit with the critters, does it? Around the southward turn on 
the coast, I was able to attract and kill two more Bull Netch with 
Fireball spells. The first one put me back at full Magicka-what a 
relief. Rest and repair, as always. At the southern tip of the 
peninsula, I was attacked by a Diseased Cliff Racer. This fight should 
raise Unarmored to 15, and Spear to 94. Another Bull Netch was also in 
Fireball range here. Rest and repair, and then it's time to cross the 
water. Wading into the water attracted three Slaughterfish for me. 
Kill, rest, and repair. I ran afoul of a Small Slaughterfish about 
halfway through the swim, and another Slaughterfish as I approached the 
shore. The last one should raise Spear to 95. When I reached the shore, 
there was a Bull Netch I pulled to me with Fireball. Almost due west of 
where you arrive, find a Hackle-Lo, a Slough Fern, a Hypha Facia, and a 
Bungler's Bane. Near here is a critter-I had a Mudcrab. Kill it, then 
check the southern tip of the island for five Hypha Facia, a Bungler's 
Bane, three Luminous Russula, a Violet Coprinus, and a Slough Fern. 
Follow the west edge of the island north to find three more Bungler's 
Bane and a Hackle-Lo. Continue north, up the hill, to find the Sarys 
Ancestral Tomb. Enter.

Sarys Ancestral Tomb
o======================================================================o
***CONTAINERS***
Urn x11
Small Chest x3
Chest

***ITEMS***
Moon Sugar
Saltrice
Quality Fire Resistance
Bargain Potion of Frost Shield
Standard Fortify Personality
Book of Rest and Endings
Heather
Crab Meat
Ash Yam
Ampoule Pod
Black Lichen
Sarys chest key

***SKILL INCREASES***
Spear x5
Security x1
Acrobatics x10
Unarmored x1
Athletics x1
Destruction x1
Armorer x1

9) At the bottom of the ramp in front of you is an undead. I had a 
Bonewalker, so I killed it with my Spear. Be very careful not to let 
their curses hit you-we don't have reliable attribute restoration yet, 
so use your Spell Absorption and your Quicksave key to protect 
yourself. Kill this opponent. We can't rest yet, so repair and continue 
to an intersection. Straight ahead is a hole in the ground, and to our 
left is a tunnel. Jump over the hole (should be cake with 70 
Acrobatics) and proceed around the corner to a closed door. Disarm the 
trap with a probe and open the door, fighting another undead in the 
room beyond (I had a Skeleton Champion, so my Spear worked just fine). 
Spear should increase to 96 during this fight. Once down, repair all 
gear. Advance into the room, searching three Urns and picking up some 
Moon Sugar and Saltrice at the ashpit. Disarm the trap on the Small 
Chest before looting it. We still can't rest, so head back out and turn 
left to proceed. In the next hall, look up to see the hole we jumped 
over earlier. Around the next corner, find another undead. I had a 
Greater Bonewalker, so I Speared my way to glory. Spear should increase 
to 97 during this fight. Repair when done. There is a Shrine of St. 
Veloth here, should you feel like buying a blessing. Check the bier for 
three potions and a Cloth Sack, and the podium for a copy of the Book 
of Rest and Endings. Unfortunately, we still can't rest. The stairs 
around the corner lead back to the entrance, so disarm the trap on the 
left door and open it to proceed. There is a fourth undead in the next 
room. I had a Skeleton Warrior, so I used my Spear. Once done, repar 
all gear. Search four Urns on the biers, check the left ashpit for 
two ingredients, then the right ashpit for an ingredient and a Small 
Chest. We still can't rest, so open the door here to face your final 
undead opponent. I had a Bone Lord, so I used Fireball to kill him. 
With the fifth undead down, we can finally rest. Do so, then loot the 
final room. There are four more Urns on the biers, two ingredients and 
a Small Chest at the ashpit, and a Sarys chest key inside the ashpit. 
Skip the key in favor of disarming the trap and lockpicking the Chest. 
This should increase Security to 14. We're done now, but before 
leaving, I suggest another 10-point Acrobatics grind. As strange as it 
seems, jumping directly into the Shrine of St. Veloth gets you a good 
"stick" where the skill raises very quickly. Once done, head outside 
(remember to stop jumping). Cross the island to the east. Over the 
water to the north, I had a Bull Netch. Fireball, Spear, rest, repair. 
Cross the water to the east, bearing in mind that slow 
(non-Fatigue-draining) swimming is just as effective at raising 
Athletics. Entering the water got me attacked by a Slaughterfish and a 
Small Slaughterfish. Spear should increase to 98 during this fight. 
Rest and repair. Two more Small Slaughterfish and a Dreugh came at me 
before I passed the rocks, so Spear them, head back west, rest, and 
repair. Yet another Small Slaughterfish was just on the other side of 
the rocks. Unarmored should increase to 16. Head back west to rest and 
repair once more. ANOTHER Small Slaughterfish attacked me here, so 
follow the same routine. When you finally do make it across the water, 
return to Fargoth's House. Athletics should increase to 11 about now, 
if you're running like you should be. I was attacked by a Diseased 
Cliff Racer as I rounded the corner to the north, and fighting this 
critter should increase Spear to 99. A little farther, and another 
Diseased Cliff Racer gets the same treatment. At Nimawia Grotto, I was 
able to fight a Bull Netch. Full Magicka, thank you very much. Rest 
and repair. I got attacked by a Mudcrab, of all things, as I moved by 
Nimawia Grotto. Proceeding north, between the muck ponds, I had another 
Cliff Racer, another Diseased Cliff Racer, and two Bull Netch. This 
raised Destruction to 18, and Spear to 100. Hallelujah. Rest...

***LEVEL UP***
Level 8
+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: 100 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: 15 Armorer, 11 Athletics, 15 Enchant, 18 Destruction, 
10 Alteration, 10 Illusion, 10 Conjuration, 34 Alchemy, 16 Unarmored, 
14 Security, 100 Sneak, 80 Acrobatics, 10 Light Armor, 10 Short Blade, 
10 Marksman, 16 Speechcraft, 10 Hand-to-hand
Derived Attributes: 89 Health, 225 Magicka, 230 Fatigue

Repair and note that, since we are no longer trying to raise a weapon 
skill (for the moment), you should feel free to thrust with the Spear. 
Fights will go much, much, much faster when you do. Resume jumping, and 
keep heading back toward town. Another Diseased Cliff Racer attacked me 
on the way. I was attacked by one last critter, a Nix-Hound, on my way 
into town. The resultant repair increased Armorer to 16. Enter 
Fargoth's House. Drop off all soul gems and ingredients, as well as 
anything Arrille won't buy (I had two Iron Shields and a Silver Staff). 
Equip your Imperial Chain Greaves (which should raise your armor 
*rating* to 2), pick up the Imperial Templar Left Pauldron and the 
Imperial Templar Right Pauldron (since I now notice that Imperial Chain 
Pauldrons are Heavy and have a better armor rating), and go sell 
everything to Arrille. Head outside, make sure you have your clothes, 
Chain Greaves, Iron Spear, hammers, and thief tools, then head to the 
lighthouse. Go as far southeast as you can, and you should spot another 
island in the distance. That's our next target.

NOTE: Now that we have a weapon skill at 100 and are, for the moment, 
using an armor skill for leveling, the pace becomes much more 
leisurely. Go ahead and use the best attack with your Spears. Since we 
are trying to raise armor skills, I suggest fighting by striking the 
enemy within one hit of death, letting it do the same to you, and then 
finishing it off. Keep jumping everywhere for now, as well.

Bitter Coast Region
o======================================================================o
***CONTAINERS***
Luminous Russula x11
Violet Coprinus x4
Hypha Facia
Bungler's Bane
Slough Fern
Cloth Sack
Sack
Wooden Chest x3

***SKILL INCREASES***
Unarmored x3

10) Entering the water, I got attacked by two Dreugh and two Small 
Slaughterfish. Let them hit you as much as possible, then Spear them to 
death and repair. We can't rest here, so start swimming toward the 
island. As you approach, you're likely to be attacked again-I had a 
Small Slaughterfish and a Slaughterfish. Spear, repair, continue 
swimming. You'll arrive at the northern tip of the western island in a 
pair. Rest. Explore this island. To the south, spy a dock and fight a 
creature-a Mudcrab in my game. Keep allowing creatures to hit you until 
you're near death-thrusting with 100 Spear skill will annihilate them 
near-instantly when you're ready to end the fight. Don't forget to be 
jumping as you explore, either. When this creature is dead, rest and 
repair. At the base of a tree to your right, find three Luminous 
Russula and a Violet Coprinus. South and west, around some rocks, is 
another creature-I had a Diseased Cliff Racer. Unarmored should 
increase to 17 during this fight. Rest and repair. You can see the 
shipwreck in the water here, but first let's finish exploring this 
island. South of you are two creatures-both Mudcrabs for me. Handle 
them as usual. Unarmored should increase to 18 about now, and your 
armor *rating* should increase to 3. Turn east at the island's southern 
edge to find a Hypha Facia, a Bungler's Bane, three Luminous Russula, 
and a Slough Fern. Turn north and take a narrow path uphill through the 
rocks to find three more Luminous Russula. Continue around the tree for 
three Violet Coprinus. On your right, you should see a dock and a bridge 
to the other island. Find two more Luminous Russula at the base of a 
tree, and fight a creature on this side of the bridge-I had a Mudcrab. 
Deal with it, rest, and repair. Find three more Luminous Russula and a 
Violet Coprinus at the edge of the bridge, but don't cross it yet. Turn 
north to explore the dock. Search a Slough Fern at the south edge of 
the dock, then venture east. Search the containers in the little boat, 
then turn west to explore the shipwreck. First, wade into the water 
south of the wreck to deal with the enemies-I had a Small Slaughterfish 
(Unarmored should increase to 19), a Slaughterfish, and a Dreugh. Kill, 
rest, and repair. There are two entrances to the shipwreck, to the 
Upper Level or the Cabin. Enter the Cabin first.

Remote Shipwreck
o======================================================================o
***CONTAINERS***
Crate x6
Floating Barrel x2
Corpse x2
Barrel
Wooden Barrel x2

***SKILL INCREASES***
Unarmored x2
Athletics x1
Medium Armor x2

11) Incredibly, there's nothing at all in the cabin. Head outside, and 
we'll probably get attacked by respawned critters. I suggest swimming 
like hell for shore, where you'll probably be attacked by a Cliff 
Racer. Kill, rest, and repair, letting yourself get hit as usual. In 
the water, I had two Slaughterfish and two Dreugh. Usual routine. Enter 
the Upper Level when the coast is clear. You'll be attacked by two 
critters inside (I had Small Slaughterfish). Unarmored should increase 
to 20 during this fight. You cannot rest in here, but do repair when 
the fight is over. Navigate behind the stairs leading to the exit to 
search two floating Crates. In front of those same stairs, search two 
Floating Barrels. Athletics should increase to 12 about now. Search 
another Crate in the next room, with the beds. Leave the Worn Imperial 
Key if you find it-I believe its presence here is a bug. Dive into the 
next room-there is a pocket of air, so don't panic. Dive behind the 
ladder here to search two more Crates, then search the skeletal Corpse. 
You can't quite swim behind the partition, but if you angle it 
correctly, you should be able to search one final Crate there. Save in 
the air pocket, then dive into the Lower Level. There's air available 
here, too, so don't worry. Swim to the ship's north end and dive to 
search another Corpse, a Barrel, and two Wooden Barrels. That's all 
there is-lame, isn't it? Save before heading outside, as the critters 
will have respawned again. Swim like crazy for shore so you can rest 
before fighting anything. You'll probably still have to take out a 
Cliff Racer (mine was Diseased) before you can rest and repair. Head 
north now-we want to swim to Seyda Neen. I got attacked by another 
Cliff Racer along the way. When you reach the water, beging by wading 
in and dealing with the aquatic creatures that attack one at a time. I 
had three Small Slaughterfish, sufficient to raise Unarmored to 21 and 
Medium Armor to 16. I also got a Dreugh as I approached Seyda Neen. 
Once back, return to Fargoth's House to rest and repair. Drop off all 
ingredients. Grab all potions of Restore Health and Water Breathing 
you still have stashed. Go ahead and read Bone, Part One to advance 
Medium Armor to 17. Bring it with you as you go sell stuff to Arrille. 
Depart with your clothes, Iron Spear, Imperial Chain Greaves, thief 
tools, repair hammers, and potions of Restore Health and 
Waterbreathing. Return to the same launch point as before, south of the 
lighthouse.

Bitter Coast Region
o======================================================================o
***CONTAIERS***
Luminous Russula x19
Violet Coprinus x5
Bungler's Bane x7
Slough Fern x2
Hypha Facia
Hackle-Lo
Small Kollop
Kollop

***SKILL INCREASES***
Unarmored x1
Athletics x1

12) Let's swim back now and explore the other island. On the swim, I 
had three Slaughterfish as I entered the water. Since we can't rest 
here, use Restore Health potions to heal between fights. I burned 
through all of mine without even getting back to half health. Oh well. 
Another creature will attack as you approach the island-I had a fourth 
Slaughterfish. I suggest swimming to shore and resting prior to dealing 
with this critter. Rest and repair when done. Head south to the bridge 
we noticed last time. Along the way, I pulled a Bull Netch to me from 
over the water with a Fireball spell. Kill, rest, and repair. I had two 
Mudcrabs as I approached the bridge, and a third on the dock. Same 
treatment as usual. Unarmored should increase two ranks to 23 during 
these fights, and your armor *rating* should increase to 4. I was able 
to get another Bull Netch here, as well (Fireball, as usual). Cross 
the bridge to the other island. I found my first Betty Netch here. 
Fireball still attracts them, but they lack Poisonbloom spells and are 
stronger melee combatants than the Bulls. How much stronger? At this 
phase, a Betty could still one-shot me and soak up eleven thrusts with 
the Iron Spear. Yeah, they're tough. I also had a Bull in sight, and 
handled him as well. By way of comparison, I could take three hits from 
the Bull, and he died in three thrusts. Once clear, head east from the 
bridge to find three Luminous Russula. Follow the path between the 
rocks to find four more Luminous Russula and a Violet Coprinus on the 
right. At this fork, turn left-there's nothing but a dead end to the 
right. Heading north, you should be opposite the dock, and can find 
three Bungler's Bane, a Slough Fern, three Luminous Russula, and a 
Violet Coprinus before getting attacked by a critter (a Diseased Cliff 
Racer for me). Kill, rest, and repair. Find three more Luminous Russula 
and another Violet Coprinus on the right before continuing north, to 
the tip of this island. Here, find a Slough Fern, a Hypha Facia, four 
Bungler's Bane, two Violet Coprinus, six Luminous Russula, and a 
Hackle-Lo. Now, head back to the boat and dive underwater to find the 
entrance to Akimaes Grotto. Before going inside, check a Small Kollop 
and a Kollop for pearls, and fight off a creature (I had a Small 
Slaughterfish). Athletics should increase to 13 around now. Kill, rest, 
repair. Now enter the grotto.

Akimaes Grotto
o======================================================================o
***CONTAINERS***
Small Kollop x4
Kollop x8
Large Kollop x6

***SKILL INCREASES***
Athletics x1
Unarmored x1

13) Swim a bit south and surface for air. In this first chamber, dive 
for a Small Kollop. Turn west and dive into the next room. Surface for 
air. On the top level is a Kollop, and if you dive down there is a 
Small Kollop. Dive south into the next room for two Kollops and a Large 
Kollop, and be wary-there's no air here, so be quick with the potions 
of water breathing. West and north, in a little antechamber of sorts, 
is another Large Kollop. Now, swim to the east wall, then south, where 
you can surface for air. This large room has three exits, but first, 
dive to the bottom for a Large Kollop. Let's go clockwise. Dive to the 
east exit first. There's air in the next room, and I got attacked by my 
first critter-a Dreugh. Bear in mind that we can't rest anywhere, so 
just kill things as quickly as possible and repair. Dive deep in this 
chamber for a Small Kollop-you'll probably need a potion. Turn north 
and dive into the next room; there's no air, so use potions as needed 
to search two Kollops and a Large Kollop before swimming all the way 
back to the three-way intersection. Let's go south next. Dive deep to 
find an airless room with a Large Kollop, a Small Kollop, and two 
Kollops. Return once again to the three-way intersection. West is last, 
so let's do it. I was attacked by a Small Slaughterfish on my way in. 
Kill and repair. The final chamber does have air, but it's huge, so 
surface and get your bearings. My first dive ran me afoul of another 
Small Slaughterfish, so kill, surface, and repair. Along the west wall, 
near the midpoint, is a Large Kollop. Athletics should increase to 14 
around now. Near the midpoint of the northern wall, dive for a Kollop. 
That's it-lame, right? At least we got some Athletics experience. Make 
your way out of the grotto. Immediately swim northwest to shore, where 
we can rest. From here, just continue northwest to start the swim back 
to town. Wade in to deal with critters one at a time, as usual. I got a 
Slaughterfish, a Small Slaughterfish, and a Dreugh, which between them 
raised Unarmored to 24. Return to Fargoth's House to offload all 
ingredients, as well as any leftover Water Breathing potions. Since 
Diseased creatures are only going to become more common, I suggest you 
start taking your stash of Cure Common Disease potions with you. I 
actually had nothing to sell to Arrille after this offload. We're 
almost done around Seyda Neen. There are no more dungeons before we 
leave, but there's one island I'd like to clear-it has a ton of 
ingredients. Head out to the lighthouse again, but this time go 
southwest-where the Iron Shardaxe was. There will be a critter 
here-since we can't rest, kill it as fast as possible and repair. I had 
a Cliff Racer. Face due west, and the island should be visible.

Bitter Coast Region
o======================================================================o
***CONTAINERS***
Luminous Russula x14
Bungler's Bane x11
Hypha Facia x6
Violet Coprinus x3
Hackle-Lo

***SKILL INCREASES***
Armorer x1
Unarmored x1
Medium Armor x1
Athletics x1

14) Wade into the water, like usual. We can't rest, so kill anything 
that attacks as quickly as you can. I had a Slaughterfish and three 
Small Slaughterfish. Repair, and try the swim. I got attacked by a 
Slaughterfish about halfway across, but was able to mount up onto a 
rock and rest when done. Another Small Slaughterfish attacked as I 
neared the shore, but I let him chew on me. I was lucky enough to get 
another after swimming back to the rock to rest and repair. 
Fortunately, the repair resulting from that second one raised Armorer 
to 17. A third Small Slaughterfish came after me when I entered the 
water again. After that, I got an ordinary Slaughterfish and a Dreugh 
as I approached the shore. Unarmored increased to 25. When I finally 
reached the shore, I was immediately attacked by a Diseased Cliff 
Racer that raised Medium Armor to 18. Nice. When I searched his body, I 
contracted Helljoint! Good thing I brought my Cure Common Disease 
potions. West of here, find five Luminous Russula, three Bungler's 
Bane, and two Hypha Facia as you follow the path around the tree. Head 
west over the rocks, where I was hassled by another Cliff Racer. Once 
he's handled, dispose of the other creature on the island-I had a Bull 
Netch. The west part of the island forms a U of sorts around the rocks. 
Starting from the northern end of the U, find: two Luminous Russula and 
a Violet Coprinus near a fern; two Hypha Facia, two Bungler's Bane, and 
a Luminous Russula at the base of a tree; a Hackle-Lo and three 
Bungler's Bane at a tree stump; two Luminous Russula and a Violet 
Coprinus near a fern; four Luminous Russula, a Violet Coprinus, three 
Bungler's Bane, and two Violet Coprinus at the base of a tree; and four 
Luminous Russula, two Violet Coprinus, and a Slough Fern at the 
southern end of the U. That's it, so head back to the east of the 
island and swim back to the Seyda Neen lighthouse. I was attacked by a 
Dreugh during the swim-how silly to think the coast might stay clear. 
Athletics should increase to 15 during the return swim. Return to 
Fargoth's House and gather up all your ingredients, along with your 
Apprentice's Mortar & Pestle. It's time for another Alchemy session. 

Seyda Neen-Fargoth's House
o======================================================================o
***SKILL INCREASES***
Alchemy x12

15) Nothing has changed since last time. Begin by chaining Fortify 
Intelligence potions (make, drink, make, etc.) until you run out of 
ingredients (Ash Yam, Bloat, Horker Tusk, and Netch Leather). Stash 
any of those ingredients when finished, and proceed to Restore Magicka 
potions (Adamantium Ore, Belladonna Berries, Comberry, Daedra's Heart, 
Frost Salts, Heartwood, Void Salts). Stash any potions and all 
remaining Restore Magicka ingredients, and switch to Water Breathing 
(Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula, Pearl). Stash those 
potions and switch to Levitate (Coda Flower, Racer Plumes, Sweetpulp, 
Trama Root). Stash those and switch to Restore Health (Corkbulb Root, 
Corprus Weepings, Emerald, Marshmerrow, Raw Stalhrim, Resin, Saltrice, 
Sweetpulp, Wickwheat). Stash those and go for Restore Attribute as 
follows: Endurance (Gravedust, Horn Lily Bulb, Timsa-Come-By Flowers, 
Scales); Luck (Crab Meat, Hackle-Lo Leaf, Kresh Fiber); Strength 
(Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp Skin, Stoneflower 
Petals); Agility (Bonemeal, Noble Sedge Flowers, Scrib Cabbage, Sload 
Soap); Speed (Meadow Rye, Nirthfly Stalks, Raw Ebony, Resin); Willpower 
(Meteor Slime, Scathecraw, Scrib Jelly, Trama Root); Intelligence 
(Bittergreen Petals, Ruby, Scrap Metal, Wolfsbane Petals); and 
Personality (Guar Hide, Heather, Scamp Skin). Stash those and switch to 
Cure Blight Disease (Ash Salts, Meteor Slime, Scrib Jelly). Keep those 
with you and switch to Cure Common Disease (Chokeweed, Daedra Skin, 
Gravedust, Green Lichen, Muck, Red Lichen, Willow Anther). Keep those 
and switch to Cure Paralyzation (Corkbulb Root, Scamp Skin, Willow 
Anther). Keep those, and grab any you had stashed from Session 1 as 
well. Now, just make as many potions as possible with whatever 
ingredients you have. 

Throughout the session, my Alchemy advanced 12 ranks, to 46. When 
finished, stash any remaining ingredients as well as the Apprentice's 
Mortar and Pestle. Go sell all your vendor trash potions to Arrille. 
Step outside when done.

Seyda Neen
o======================================================================o

16) It's time to move on. But to where? Let's check our journal. If you 
click "Options" on the lower left of the journal, followed by "Quests," 
you can see everything currently active. You should have two-Report to 
Caius Cosades, and An Island to the North. (If you already killed one 
of those assassins, you will have a third-Dark Brotherhood Attacks.) I 
plan on doing the expansions after the base game, so let's stick with 
the Main Quest and head to Balmora. Balmora serves as an excellent base 
until we build our stronghold, especially due to Hlaalo Manor and the 
presence of a perma-corpse inside we can use for storage. We also have 
fast travel access to pretty much everywhere from there. To get 
started, load up all potions, all ingredients, all soul gems, the 
Apprentice's Mortar and Pestle, all thief tools, the Engraved Ring of 
Healing, the Thief Ring, any Skooma, and anything you've kept because 
Arrille won't buy it. You can leave spare weapons and armor here for 
now. Take the Silt Strider to Balmora.

o======================================================================o
|								       |
|				Balmora				       |
|								       |
o======================================================================o
Sequence of Events:						{WLK004}
		1) Offloading
		2) New Digs
		3) Medium Armor
		4) Repair Tools
		5) Balmora-Exterior
		6) Dralasa Nithryon-Pawnbroker
		7) Clagius Clanler-Outfitter
		8) Looting Arrille's Tradehouse
		9) Meldor: Armorer
		10) Dorisa Darvel: Bookseller
		11) Western Guard Tower South
		12) Tyravel Manor
		13) Hlaalu Council Manor
		14) Morag Tong Guild
		15) Census and Excise Warehouse
		16) Milie Hastien: Fine Clothier
		17) Nalcarya of White Haven: Fine Alchemist
		18) Nerano Manor
		19) Hlaalo Manor
		20) Western Guard Tower North
		21) Temple
		22) Lucky Lockup
		23) Ra'Virr: Trader
		24) Guild of Mages
		25) Questing for Ajira
		26) Guild of Fighters
		27) The Razor Hole
		28) Eight Plates
		29) Fast Eddie's House
		30) Itan's House
		31) Vori's House
		32) Karlirah's House
		33) Tsiya's House
		34) Council Club
		35) Dura gra-Bol's House
		36) Drarayne Thelas' House
		37) Dralosa Athren's House
		38) Hecerinde's House
		39) South Wall Cornerclub
		40) Dralcea Arethi's House
		41) Nine-Toes' House
		42) Balyn Omarel's House
		43) Rarayn Radarys' House
		44) Eastern Guard Tower
		45) Caius Cosades' House
		46) Vorar Helas' House
		47) Tyermaillin's House
		48) Rithleen's House
		49) Astius Hanotepelus' House
		50) Alchemy Session III
		51) Where To Next?

Balmora
o======================================================================o
***NPCs***
Dralosa Athren
Dralsea Arethi
Dranas Dradas
Heddvild
Hlaalu Guards
Hul
Llandras Belaal
Rararyn Radarys
Selvil Sareloth
Shargam gro-Shagdulg
Stargel
Tedryn Brenur

1) We begin on the silt strider platform. We'll get to exploring this 
big new place in earnest in a bit. For now, head down, turn left, and 
round the corner to the right, looking for Ra'Virr-Trader. Head inside 
and sell him your Skooma, and everything else Arrille wouldn't buy. 
Back outside, turn right and head down the street until a big staircase 
appears to your left. Head up these stairs and turn right to find 
Hlaalo Manor. Pick the lock and head inside.

Balmora-Hlaalo Manor
o======================================================================o
***NPCs***
Uryne Nirith

***ITEMS***
Silver Longsword
Extravagant Belt
Extravagant Left Glove
Extravagant Pants
Extravagant Right Glove
Extravagant Ring
Extravagant Sapphire Amulet
Extravagant Shirt
Extravagant Shoes

***QUESTS***
House Hlaalu-The Death of Ralen Hlaalo

2) Inside, find the corpse of Ralen Hlaalo to start a quest. Take all 
of his stuff, and finally upgrade past the Common clothes we've been 
wearing. Perma-corpses like Ralen's are the best storage in the game. 
They never respawn, and they have infinite carry weight. Accordingly, 
use him from now on to store all ingredients, alchemy gear, soul gems, 
magic items, spare weapons, spare armor-anything. For now, dump the 
Engraved Ring of Healing, Thief Ring, all potions, all ingredients, the 
Apprentice's Mortar and Pestle, all soul gems, and your spare thief 
tools on him and head back outside. We'll explore the manor in earnest 
later on. Head back to Ra'Virr and sell off Ralen's Silver Longsword 
and your old common clothes (but keep anything we didn't replace, like 
the Robe). Enter the Western Guard Tower North, just next to Hlaalo 
Manor.

Balmora-Various
o======================================================================o
***NPCs***
Hlaalu Guards

***ITEMS***
Armun-An Bonemold Left Pauldron
Bonemold Right Pauldron
Dreugh Helm
Orcish Boots
Orcish Cuirass
Bonemold Left Bracer
Bonemold Right Bracer

***SKILL INCREASES***
Acrobatics x1

3) We're getting some more Medium Armor to train with. Head upstairs 
and steal the Armun-An Bonemold Left Pauldron from the table. Leave 
everything else, but equip your new pauldron. Again, we'll loot this 
place in earnest later on. Head to Meldor-Armorer. Steal and equip the 
Bonemold Right Pauldron from the counter, and the Dreugh Helm from his 
shelves. Step behind the counter to steal and equip the Orcish Boots 
and Orcish Cuirass. Finally, search the crate behind the counter to 
steal and equip a Bonemold Left Bracer and a Bonemold Right Bracer. Now 
we're in business. Return to Hlaalo Manor to drop off your Extravagant 
Left Glove, Extravangant Right Glove, and Extravagant Shoes (for now). 
Acrobatics should increase to 81 if you've been jumping around. Head 
back outside. Your Armor Rating should be at 9 now. 

Balmora-Guild of Fighters
o======================================================================o
***NPCs***
Eydis Fire-Eye
Fasile Charascel
Flaenia Amiulusus
Hasphat Antabolis
Wayn

***ITEMS***
Repair Prongs x10

4) One last bit of housekeeping before we start tackling Balmora in 
earnest. I was almost out of repair tools at this point, and Meldor 
hadn't restocked like he is supposed to. Drop by the Guild of Fighters 
instead (across the street from Meldor's), and pickpocket Wayn. I 
suggest going for the Repair Prongs-weaker tools=more repairs=more 
Armorer experience. Plus, they're easier to steal. Step outside. We're 
ready to explore now.

Balmora
o======================================================================o
***CONTAINERS***
Basket x18
Urn x14
Crate x59

***ITEMS***
Bowl
Broom
Bucket
Bottle x5
Jug x2
Goblet x3
Common Robe
Common Shoes x4
Common Ring x2
Common Shirt x5
Common Skirt
Steel Spear
Bonemold Boots
Bonemold Greaves
Bonemold Left Bracer
Bonemold Right Bracer
Common Pants x6
Extravagant Shirt
Nordic Battle-Axe
Nordic Fur Cuirass
Nordic Fur Boots
Nordic Fur Left Pauldron
Nordic Fur Right Pauldron
Nordic Fur Left Bracer
Nordic Fur Right Bracer
Common Belt x3
Common Left Glove x2
Common Right Glove x2
Iron Mace
Boiled Netch Leather Cuirass'
Cloth Left Bracer
Cloth Right Bracer
Netch Leather Boots

***QUESTS***
Misc.-Larrius Varro Tells a Little Story

***SKILL INCREASES***
Security x1
Acrobatics x3
Medium Armor x3
Speechcraft x2

5) Being so much bigger than Seyda Neen, it should be obvious that 
we'll find a great deal more goodies lying around in Balmora. Head back 
to the strider platform to get started. As we go about our business, 
keep the following in mind: all ingredients and empty soul gems should 
be stashed at Ralen Hlaalo, and any time your Encumbrance flirts with 
the maximum, sell everything you've found to Ra'Virr. In front of the 
strider platform is the Council Club. Beneath the banner, search two 
Baskets and an Urn. Turn left to search three more Urns and pick up a 
Bowl in front of the Lucky Lockup. A bit farther, at the bottom of the 
stairs to the Lucky Lockup's upper level, search three Crates. Just 
around the corner are four more Crates to search. Head west across the 
open space to Dralasa Nithryon: Pawnbroker, and search outside her shop 
for three more Crates, two more Baskets, and four more Urns. Back 
across that plaza, search at Ra'Virr's for another Crate, another 
Basket, and another Urn. Head to Meldor's for three more Crates, then 
keep a bit west and search outside Clagius Clanler's for two more Urns 
and another Basket. Cross over to the Guild of Mages to search four 
more Crates. A little farther, at the Guild of Fighters, you can find 
four more. Pass the stairs to find two more Crates on your right, at 
Eight Plates. Continue toward the Temple, but turn right to find four 
more Crates against the wall. Head down the stairs, turn right, and 
enter the alley between all the buildings. About halfway down, on the 
right, you can find four more Crates. A little farther, still on the 
right, are three more. Turn around from these, head down to the river, 
and turn right to find three more Crates. Turn around and head north to 
find two more Crates on your left. A little farther, there's one more. 
Pass the stairs on your left to find two Urns outside Itan's House. 
Cross the closest bridge to find two Baskets and an Urn outside 
Hecerinde's House. Turn south to find an Urn and a Basket outside 
Drarayne Thelas' House. A bit farther, near an arch, find four more 
Crates. Keep south for four more Crates outside Dura gra-Bol's House. 
Now, head through the arch mentioned previously to search four more 
Crates outside the South Wall Cornerclub. Head north up this street 
for three more Crates outside Dralsea Arethi's House, and a Basket 
outside Nine-Toes' House. A bit farther, find three more Crates and a 
Basket. A bit farther north, past some stairs, find four more Crates 
and a Basket outside Rarayn Radary's House. Now, head up those stairs. 
Directly across from you, outside Vorar Helas' House, find three 
Baskets. Head south to find two more Baskets outside Tyermaillin's 
House.  At the south end of this street, find three final Baskets 
outside Astius Hanotepelus' House. Phew. Offload all that. Head back to 
the Council Club now, and go to the upstairs patio. There should be two 
NPCs here, Tedryn Brenur and Dranas Dradas. Sneak around to get the 
stuff up here. Go sell it off as well. Let's pick what locks we can for 
Security experience. Start with the level 35 lock upstairs at The Razor 
Hole (across the street and north from the Guilds). Next, head to 
Nalcarya of White Haven: Fine Alchemist (north of Hlaalo Manor), and 
pick the level 10 lock on her upstairs door. This should finish your 
first Journeyman's Lockpick, so head to Hlaalo Manor and get another. 
Go across the river and pick the level 30 lock on Dralosa Athren's 
House. Go east another row and, just north of the South Wall 
Cornerclub, pick the level 30 lock on Dralcea Arethi's House. A bit 
farther south, pick a level 30 lock upstairs at Balyn Omarel's House. 
Head downstairs to do the same for the level 30 lock on Rarayn Radarys' 
House. This should increase Security to 15. Head back one more row and 
pick the level 35 lock on Vorar Helas' House. Do the same for the 
upstairs door. On your way out, check the balcony of the South Wall 
Cornerclub for one last Crate. Now, it's time to deal with disposable 
NPCs. Remember that, at the moment, our focus is on training Medium 
Armor, so you should 1) taunt them into attacking you, 2) use the Iron 
Spear to get them within one hit of dying, 3) let them hit you within 
one hit of dying, 4) finish them off, 5) head to Hlaalo Manor and rest, 
and 6) repair all stuff and offload as needed. For the Hand-to-Hand 
users, you'll have to let them drain away your Fatigue. At 100 Spear, 
that's not a concern-you'll still be able to land that last hit. Let's 
begin with Dralosa Athren, who can be found wandering around somewhere. 
I apologize for the lack of specificity, but she really does wander all 
over, as do most of Balmora's exterior NPCs. Exhaust all dialogue with 
her, as always, before Taunting. When you ask her about a "little 
secret," it will start a quest, directing us to speak with Larrius 
Varro at Fort Moonmoth. You can also progress The Death of Ralen Hlaalo 
by asking about him-she will point you to Nine-Toes. At this point, the 
Hand-to-Hand users might have trouble hitting you-you can help them out 
by doing some Jumping to drain off your Fatigue. In doing so, your 
Acrobatics skill should increase to 82. Note that I neglected to repair 
the Orcish Cuirass when we first picked it up-at full condition, your 
current Armor Rating should increase to 13. Next, find Dralsea Arethi, 
who is usually at the far east end of town. Run her through the 
process, as normal. Medium Armor should increase to 19 while fighting 
her. This should, in turn, raise your armor rating to 14. Next up is 
Dranas Dradas, on the roof of the Council Club. He has a weapon, and 
hits pretty hard with it. Speechcraft should increase to 17 while 
Taunting him. His Steel Spear is an upgrade which we will use from now 
on. Awesome. Next up is Heddvild, who could be anywhere. Acrobatics 
should increase to 83 as you jump around looking for her. She hits hard 
with her Nordic Battle-Axe, so be careful. The next target is Hul, who 
typically wanders around near the strider platform. Medium Armor should 
increase to 20 during this fight, and that should raise your armor 
rating to 15. Next up is Shargam gro-Shagdulg. The next target is 
Stargel, who you can probably find close to Hlaalo Manor. Speechcraft 
should increase to 18 while taunting him. Medium Armor should increase 
to 21 while fighting him, in turn raising armor rating to 16. The final 
target, for now, is Tedryn Brenur, on the roof of the Council Club. 
Acrobatics should increase to 84 as you go to rest in Hlaalo Manor. 
We're just getting started-there's a lot to explore here. Head to 
Dralasa Nithryon-Pawnbroker, just west of the south gate.

Balmora-Dralasa Nithryon: Pawnbroker
o======================================================================o
***NPCs***
Dralasa Nithryon

***CONTAINERS***
Crate x4
Basket x2
Sack x5
Cloth Sack x2
Wooden Chest
Worn Chest
Small Chest

***ITEMS***
Pillow x3
Spoiled Slowfall Potion
Spoiled Cure Disease Potion
Bargain Poison Resistance
Bargain Fortify Health Potion
Candle x4
Redware Pot x7
Peach Glass Pot x6
Drum
Bellows
Apprentice's Armorer's Hammer x2
Repair Prongs
Apprentice's Mortar & Pestle
Journeyman's Retort
Aedra and Daedra
The Annotated Anuad
Biography of Barenziah, v1
The True Nature of Orcs
Bowl
Blue Clay Pot
Blue Glass Pot x2
Ceramic Bowl x2
Green Pot x3
Bottle x8
Jug
Goblet x6
Decorative Bowl
Glass Lantern
Silver Longsword
Iron Cuirass
The Real Barenziah, v2
Redware Bowl
Large Redware Bowl
Greef
Cyrodiilic Brandy
Flin
Mazte

***SKILL INCREASES***
Armorer x1

6) Begin by talking to Dralasa, exhausting all dialogue options as 
usual. Next, turn left and search four Crates, two Baskets, and two 
Sacks, all from stealth. Next, loot the first set of shelves. Continue 
clockwise for two Cloth Sacks and three Sacks before the next set of 
shelves. Now, loot the countertop. Dip behind the counter, and start 
with all the loose items, including those on the shelves. Offload at 
Ra'Virr and Hlaalo Manor as needed, of course. The second Apprentice's 
Mortar and Pestle should be sold to Nalcarya of White Haven, and be 
sure to repair the Silver Longsword and Iron Cuirass before selling 
them off. This should increase Armorer to 18. Keep the Journeyman's 
Retort at Hlaalo Manor. We can pick open the Worn Chest and Small 
Chest, so do so. When all is said and done, proceed clockwise around 
the plaza and enter Clagius Clanler: Outfitter.

Balmora-Clagius Clanler: Outfitter
o======================================================================o
***NPCs***
Clagius Clanler

***CONTAINERS***
Basket x2
Sack x4
Cloth Sack x2
Urn x2
Small Chest x2
Chest
Table

***ITEMS***
Broom
Bucket
Redware Pot x7
Blue Glass Pot x4
Green Pot x2
Peach Glass Pot x7
Large Redware Bowl x2
Blue Clay Pot x3
Ceramic Bowl x2
Redware Bowl
Goblet x2
Pitcher
Plate x2
Fork x2
Knife x2
Folded Cloth
The Book of Dawn and Dusk
Ceramic Candlestick x2
Brass Candlestick
Bug Lamp
Basket x2
Gold x6
Bowl x3
Peach Glass Bowl
Decorative Bowl
Bottle x7
Flask x3
Sujamma x3
Shein
Mazte x5
Jug
Cup
Tankard
Spoon
Pillow

***SKILL INCREASES***
Security x1

7) Begin by going through all dialogue with Clagius. Note that, when he 
is asked about Ralen Hlaalo, he will say that a red-haired Dunmer was 
seen on the day of the murder, rather than Nine-Toes. Hmmm. Begin 
looting the shop by going clockwise from the door. Pick the locks on 
the two Small Chests, each level 15, before heading upstairs. Loot this 
room, picking the level 15 lock on the Chest and the level 35 lock on 
the Table. This should increase Security to 16. Leave and offload, like 
usual. Note that we are now capable of picking level 40 locks. Open the 
upstairs door to Hlaalo Manor before quickly riding the Silt Strider 
back to Seyda Neen. Enter Arrille's Tradehouse when you arrive.

Seyda Neen-Arrille's Tradehouse
o======================================================================o
***CONTAINERS***
Sack x3
Basket x3
Cupboard
Low Quality Chest

***ITEMS***
Common Robe
Common Shirt
Common Shoes
Common Pants
Lives of the Saints
Silverware Plate
Pitcher x4
Bottle x7
Goblet x6
Flask
Cyrodiilic Brandy x2
Mazte x4
Iron Candlestick x3
Bowl x8
Tankard x9
Sujamma x3
Cup x2
Plate x2
Fork x2
Spoon x2
Knife x2
Folded Cloth
tradehouse notice
Jug
Broom
Bucket
Pewter Candlestick
Pillow
Steel Dagger of Swiftblade
Imperial Newtscale Cuirass

***SKILL INCREASES***
Acrobatics x1

8) You didn't think I'd forgotten about all the stuff in here, did you? 
Start by looting everything on the ground floor. Head upstairs now, and 
loot everything here too. Open the level 40 lock on the Sturdy Arched 
Door. Once through, don't miss the Steel Dagger of Swiftblade under the 
Pillow, or the Imperial Newtscale Cuirass under the bed. Pick the level 
20 lock on the Low Quality Chest, as well. Take these ill-gotten gains 
back to Balmora and offload however you like. Keep the Steel Dagger of 
Swiftblade, though. Now is a good time to go ahead and shuttle your 
remaining weapons and armor from Fargoth's House to Hlaalo Manor, 
however many trips that takes. Before you're done, Acrobatics should 
increase to 85. When finished, head back into Meldor: Armorer.

Balmora-Meldor: Armorer
o======================================================================o
***CONTAINERS***
Crate x3
Sack x5
Basket
Cloth Sack
Chest of Drawers
Small Chest

***ITEMS***
Nordic Trollbone Helm
Iron Helmet
Dreugh Shield
Chitin Cuirass
Bonemold Boots
Bonemold Cuirass x2
Iron Boots
Redware Pot x3
The Cantatas of Vivec
The Anticipations
Saryoni's Sermons
The Pilgrim's Path
Bonemold Helm
Bonemold Shield
Netch Leather Left Gauntlet
Netch Leather Right Gauntlet
Bottle x2
Goblet x3
Gold x34
Candle x2
Common Shirt
Common Pants
The Affairs of Wizards
Pillow x2
Folded Cloth x2

***QUESTS***
Temple: Pilgrimages of the Seven Graces

9) Begin by speaking to Meldor. Be aware that there is a Guard 
here in addition to Meldor himself. Go clockwise from the door, as 
usual. Be aware, as you loot the shelves, that the Nordic Trollbone 
Helmet is an upgrade, and the Dreugh Shield is our first Medium Armor 
shield. It shouldn't be equipped, however, as we aren't ready to train 
Block just yet. The Chitin Cuirass is also an upgrade-although the 
armor rating is the same as Imperial Studded Leather or Imperial 
Newtscale, it is three pounds lighter. Score. You will start a quest 
when you read The Pilgrim's Path on his shelves. The first Crate will 
contain an Armun-An Bonemold Right Pauldron, an upgrade from the 
standard Bonemold we have on that should be equipped immediately. The 
Boiled Netch Leather Helm in that same crate is our first guaranteed 
Light Armor helmet, and should be saved. In the second Crate, the 
Chitin Boots are superior to our stashed Netch Leather Boots, as are 
the Chitin Greaves, Chitin Helmet, Chitin Left Gauntlet, Chitin Right 
Gauntlet, Chitin Left Pauldron, Chitin Right Pauldron, and Chitin Tower 
Shield. Swap those out for all our old Netch Leather gear at Hlaalo 
Manor. Once done upstairs, head downstairs and keep going. When done, 
offload and continue to Dorisa Darvel: Bookseller.

Balmora-Dorisa Darvel: Bookseller
o======================================================================o
***NPCs***
Dorisa Darvel

***CONTAINERS***
Small Chest x2
Sack x3
Urn
Basket
Chest

***ITEMS***
Redware Candle
Redware Pot x6
Green Pot x7
The Annotated Anuad x4
The Anticipations x3
Special Flora of Tamriel x2
The Ruins of Kemel-Ze x2
Lives of the Saints
Mixed Unit Tactics v1
Saryoni's Sermons
Invocation of Azura x2
Overview of Gods and Worship x2
On Oblivion x2
Vampires of Vvardenfell, v1 x2
The Wild Elves x2
Reflections on Cult Worship
The Brothers of Darkness
Biography of Barenziah vI
Biography of Barenziah vII
Biography of Barenziah vIII
Limeware Flask
Limeware Platter
Paper
Quill Pen
Inkwell
Paper Lantern
Brief History of the Empire, v1
Brief History of the Empire, v2
Brief History of the Empire, v3
Brief History of the Empire, v4
Aedra and Daedra x3
Galerion the Mystic
The True Nature of Orcs x2
Blue Clay Pot x2
ABCs for Barbarians
The Pig Children x2
The Pilgrim's Path
Vivec and Mephala x4
Mysterious Akavir x2
Mysticism x2
Frontier, Conquest
Origin of the Mages Guild x2
Nchunak's Fire and Faith
The Changed Ones x2
Children of the Sky x2
Yellow Book of Riddles
Jug
Goblet x2
Bottle
Redware Bowl
Pitcher
Pillow

10) Like Meldor, Dorisa has a Guard in her shop, so be wary. Begin, as 
usual, by speaking to Dorisa. Begin looting in a clockwise fashion. 
Pick the level 25 lock of the Small Chest on the first set of shelves. 
Also pick the level 30 lock of the Small Chest on the counter. Head 
upstairs and loot there, too. Pick the level 15 lock on the Chest up 
here. When done, offload like usual, but head up now to the plaza where 
Hlaalo Manor is. Let's go clockwise from the stairs down to the Guilds. 
Enter Western Guard Tower South.

Balmora-Western Guard Tower South
o======================================================================o
***CONTAINERS***
Drawers
Crate x2
Basket x3
Wooden Barrel
Barrel x2
Cloth Sack

***ITEMS***
Bottle x2
Goblet
Pillow
Blue Clay Pot x2
The Book of Dawn and Dusk
Saryoni's Sermons
Lives of the Saints
Brass Candlestick x2
Silver Claymore
Paper Lantern
Tankard x2
Spoon
Folded Cloth
Bowl x3
Peach Glass Pot x2
Blue Glass Pot x2
Blue Clay Pot
Redware Pot x3
Ceramic Bowl x2
Decorative Bowl
Green Pot
Platter
Cup x2

11) Let's head to to the top and work our way down. Note that the 
Silver Claymore can and should be repaired. Head downstairs now, and 
loot around here too. Nothing too special. Offload and continue 
clockwise to Tyravel Manor.

Balmora-Tyravel Manor
o======================================================================o
***NPCs***
Briras Tyravel

***CONTAINERS***
Basket x2
Urn
Closet
Sack x6
Small Chest
Drawers
Barrel x3
Cloth Sack x2
Crate x4
Wooden Barrel

***ITEMS***
Ebony Longsword
Bonemold Left Bracer
Bonemold Right Bracer
Bonemold Left Pauldron
Bonemold Right Pauldron
Bonemold Boots
Bonemold Cuirass
Nordic Trollbone Shield
Exquisite Pants
Pillow x2
Bottle x77
Goblet x14
Bowl x13
Ash Yam x2
Mystery of Talara, Part 3
Folded Cloth x6
Jug x28
Blue Glass Pot x3
Decorative Bowl x2
Blue Clay Pot
Greef x3
Large Kwama Egg x3

***SKILL INCREASES***
Armorer x1
Security x1
Destruction x1

12) First things first. Find Briras Tyravel, and exhaust all dialogue 
options with him. When you ask him about Ralen Hlaalo, he actually 
directs you to Uryne Nirith, Hlaalo's servant, who is still upstairs in 
Hlaalo Manor. This guy is useless, but be wary-at level 21, he is 
the toughest NPC we've fought yet. Taunt, kill (remembering to take as 
many hits as possible, which will be one or none), loot, and repair. 
That Ebony Longsword sure is tasty-make sure to stash it as a 
replacement for the Silver Longsword, along with the Nordic Trollbone 
Shield, which is better than our Imperial Shield. Equip his Exquisite 
Pants-this is the best grade of clothing in the game. These repairs 
should increase Armorer to 19. In the bedroom, although we can't open 
it, go ahead and disarm the trap on the Chest. Pick the level 15 lock 
on the Closet, and Security should increase to 17. Pick the level 35 
lock on the Small Chest in here. Go ahead and read Mystery of Talara, 
Part 3-it should raise Destruction to 19. Back downstairs, loot 
everything else, but do be wary of the guards. When done, offload as 
usual and head to the Hlaalu Council Manor.

Balmora-Hlaalu Council Manor
o======================================================================o
***NPCs***
Aurnie Vanne
Bolnor Andrani
Danar Dalomo
Dondos Driler
Falvel Arenim
Imare
Mervs Uvayn
Nileno Dorvayn

***CONTAINERS***
Crate x4
Barrel x6
Wooden Barrel x2
Cloth Sack x2
Sack x5

***ITEMS***
Netch Leather Cuirass x2
Netch Leather Greaves
Extravagant Robe
Exquisite Shoes
Silver Dagger
Netch Leather Boots x2
Common Pants x3
Common Shirt x3
Common Shoes x2
Cruel Vipersword
Extravagant Pants
Extravagant Shirt
Extravagant Shoes
Chitin Short Bow
Steel Tanto
Bonemold Arrow x~
Boiled Netch Leather Cuirass
Expensive Shoes
Chitin Dagger
Yellow Book of 3E426 x2
Peach Glass Pot x4
The Anticipations
The Consolations of Prayer
The Cantatas of Vivec
The True Noble's Code
Ancestors and the Dunmer
The Annotated Anuad
Aedra and Daedra
Varieties of Faith
Frontier, Conquest
Decorative Bowl x2
Bottle x39
Jug x14
Pitcher
Folded Cloth
Silverware Cup x2
Guylaine's Architecture
Bowl

***SPELLS***
Crushing Burden of Sin
Third Barrier
Fourth Barrier
Exhausting Touch
Ordeal of St. Olms
Wild Exhaustion
Gash Spirit
Shadowmask
Concealment
Strong Reflect
Wild Reflect
Strong Spelldrinker
Shalidor's Mirror

***SKILL INCREASES***
Medium Armor x3
Acrobatics x5
Speechcraft x4

13) If you intend to join House Hlaalu, this is the place to do it. 
You have to choose one of the three Great Houses, absent glitches, and 
this walkthrough will go with House Telvanni because they have the 
coolest stronghold by far. Let's start by finding Aurnie Vanne, 
exhausting all dialogue, Taunting her, and killing her. She will, 
rather hilariously, cast Heal Companion on you, sustaining you and 
allowing many more Medium Armor hits than would otherwise be possible. 
Medium Armor should increase to 22 during this fight. When she drops, 
equip her Extravagant Robe, stash her Exquisite Shoes at Hlaalo Manor 
in exchange for the Extravagant variety, repair your gear, rest, and 
offload. Acrobatics should increase to 86 about now. Back at the manor, 
return to the top floor and talk to Falvel Arenim. Exhaust all 
dialogue, then head downstairs and speak to Mervs Uvayn. For this one, 
after exhausting all dialogue, Taunt and kill him. Speechcraft should 
increase to 19 while Taunting him, and Medium Armor should increase to 
23 during the fight. Repair all gear, and note that your armor rating 
should now be 17. Go rest and offload, then return here to find Bolnor 
Andrani. Exhaust all dialogue and go downstairs. The ones we are 
not killing, FYI, are the merchants. Find Dondos Driler, exhaust all 
dialogue, Taunt, and kill. His Cruel Vipersword means business, so take 
care. Once down, repair, rest, and offload. Back at the manor, find 
Danar Dalomo. Exhaust all dialogue, Taunt, and kill. Stash however many 
Bonemold arrows he had left, rest, repair, and offload. Back at the 
manor, speak to Imare. Exhaust all dialogue, and Admire her Disposition 
up above 90. This may require some quickloading if she ever dips below 
20 or so, which is fine. This should increase Speechcraft two ranks, to 
21. Now buy all of her spells. With that done, Taunt and kill her. 
Harsh, I know. Speechcraft should increase to 22 while Taunting her, 
and Medium Armor should increase to 24 during the battle, increasing 
your armor rating to 18. Repair, rest, and offload. Use the stairs 
inside any of the houses to grind Acrobatics four quick ranks, to 90. 
Once there, of course, you should begin running instead of jumping. 
Back at the manor, speak with Nileno Dorvayn. Don't join House Hlaalu, 
but go ahead and exhaust all other dialogue with her. Asking her about 
Hlaalu councilors will get you a copy of the Yellow Book of 3E426. 
Don't bother bribing her. She will also ask you to bring Ralen Hlaalo's 
murderer to justice. Yahoo. Let's loot the manor now. The top floor is 
empty, so start on the second floor. There are still NPCs here, so be 
careful to stay stealthy. With all that done, offload as usual. Now, 
head northwest of the Hlaalu Council Manor and enter the Morag Tong 
Guild.

Balmora-Morag Tong Guild
o======================================================================o
***NPCs***
Angahran
Ethasi Rilvayn
Gilyan Sedas
Nachael
Shannat Pansamsi

***CONTAINERS***
Desk x4
Trama Root x5
Chest of Books for General Sale
Chest x2
Small Chest

***ITEMS***
Glass Jinkblade
Netch Leather Boots x2
Netch Leather Cuirass x2
Netch Leather Left Gauntlet
Netch Leather Right Gauntlet
Netch Leather Left Pauldron
Netch Leather Right Pauldron
Common Pants x2
Common Shirt x2
Netch Leather Greaves
Common Belt
Common Shoes x2
Common Robe
Apprentice's Armorer's Hammer x2
Apprentice's Lockpick x10
Apprentice's Probe x10
Journeyman's Lockpick x6
Journeyman's Probe x6
Master's Lockpick x3
Master's Probe x3
The Black Glove
Bowl x11
Goblet x12
Folded Cloth x5
Blue Clay Pot x2
Jug x14
Bottle x37
Small Kwama Egg x5
Decorative Bowl x2
Blue Glass Pot x3
Greef x3
Inkwell x2
Quill Pen x2

***SKILL INCREASES***
Medium Armor x1
Security x1

14) Begin by heading to the top level and speaking to Ethasi Rilvayn. 
We can't do it here, but we will be joining the Morag Tong, and she is 
one of the questgivers. Besides that, she is a spell merchant, but she 
won't sell to us until we're in the guild and have advanced to a 
particular rank. Nonetheless, exhaust all her dialogue, and then head 
downstairs. On the middle level, we can't open the door, but go ahead 
and disarm the trap from stealth. Once downstairs, find Angahran. 
Exhaust all dialogue, Taunt, and kill. Her dagger has a Paralyze 
enchantment, so be very wary. Once done, repair, rest, and offload 
everything but the Glass Jinkblade as usual. For that, let's have a 
little adventure. Run into the Mages' Guild, go downstairs to find 
Masalinie Merian, and have her transport you to Caldera. Run outside 
and find Ghorak Manor, which is down the hill and a little to the 
right. Sell the Glass Jinkblade to the scamp inside, named Creeper. 
Creeper is one of two creature merchants in the game, the other being a 
talking mudcrab on a random island outside Vivec. They both buy all 
items at value, regardless of your Mercantile skill. The mudcrab has 
10000 gold to Creeper's 5000. 5000 is still less than the Glass 
Jinkblade is worth, but the only better option is the talking mudcrab, 
and he's comparatively very difficult to find. Head all the way back to 
the Morag Tong Guild when done. The best we could've done in Balmora is 
2000 gold, from Wayn at the Fighter's Guild. I'd say the 3000 more than 
offsets the 20 we just spent on guild guides. Back at the Morag Tong 
Guild, find Gilyan Sedas and exhaust all dialogue. Cross the room and 
speak to Nachael. Exhaust all dialogue, Taunt, and kill him. Repair, 
rest, and offload when finished. Finally, track down Shannat Pansamsi. 
Exhaust all dialogue, Taunt, and kill him. Medium Armor should increase 
to 25 during this fight, and you should get the level up message. Your 
armor rating should now be 19. Loot, repair, and rest...

***LEVEL UP***
Level 9
+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: 100 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: 19 Armorer, 15 Athletics, 15 Enchant, 19 Destruction, 
10 Alteration, 10 Illusion, 10 Conjuration, 46 Alchemy, 25 Unarmored, 
17 Security, 100 Sneak, 90 Acrobatics, 10 Light Armor, 10 Short Blade, 
10 Marksman, 22 Speechcraft, 10 Hand-to-hand
Derived Attributes: 98 Health, 225 Magicka, 240 Fatigue

Start jumping again. Offload his stuff, and take a minute to run back 
by Dralasa Nithryon. Pickpocket her for two Apprentice's Armorer's 
Hammers. Now, run by the Hlaalu Council Manor and pickpocket Bolnor 
Andrani for 10 Apprentice's Lockpicks, 10 Apprentice's Probes, 5 
Journeyman's Lockpicks, and 5 Journeyman's Probes. Run downstairs and 
pickpocket Nileno Dorvayn for 3 Master's Lockpicks and 3 Master's 
Probes. Stash spare hammers and thief tools, now carrying Master grade 
with you. Back at the Morag Tong guildhall, pickpocket Gilyan Sedas for 
another Journeyman's Lockpick and Journeyman's Probe. Now start 
looting the hall. We can't open either chest, but do disarm both traps. 
Now go offload. Note that we can now open level 45 locks, since I wised 
up and had us grab Master picks. Open and loot the Chest of Books for 
General Sale at Dorisa Darvel: Bookseller, the Small Chest at Meldor: 
Armorer, and the Chest in the Hlaalu Council Manor. We should also pick 
the lock on Drarayne Thelas' Storage, although we aren't going in yet. 
This should raise Security to 18. Now, head back to Seyda Neen. Hehehe. 
Pick the lock of the Census and Excise Warehouse, and head inside. 

Seyda Neen-Census and Excise Warehouse
o======================================================================o
***NPCs***
Adraria Vandacia

***CONTAINERS***
Crate x17
Cloth Sack
Sack x5
Barrel
Wooden Barrel x2
Basket x3
Chest
Chest marked "Evidence"
Small Chest
Chest

***ITEMS***
Travel Lantern x3
Bottle x5
Cup x5
Warehouse shipping log x2
Torch
Bucket x2
Plate x8
Flask x3
Pitcher x2
Platter
Bowl x2
Basket
Goblet x2
Paper
Gold x100

***SKILL INCREASES***
Acrobatics x1
Security x1

15) Start by turning left and heading to the top of the tower to loot 
your way down. You'll find plenty of good stuff here, but as far as I 
know, it's randomized. As usual, stash any ingredients, soul gems, 
repair tools, thief tools, or Marksman ammo. Repair any damaged weapons 
or armor you find before selling them. Finish looting the ground floor, 
then take the other stairs up. Exhaust all dialogue with Adraria 
Vandacia, but she needs to be left alive. Loot this room as well. When 
finished, head out to the balcony, hop down, and reenter the Census and 
Excise Office from the dock. We can pick level 50 locks now, so unlock
the Chest marked "Evidence." Back in Arrille's Tradehouse, we can open 
the level 50 lock on the final Small Chest. Head back to Balmora now, 
where we can unlock (but shouldn't enter) six more level 50 locked 
doors-both entrances to Tsiya's House, the upstairs entrance to 
Karlirah's House, the entrance to Vori's House, the entrance to Itan's 
House, and the roof trapdoor to Balyn Omarel's House. Acrobatics should 
increase to 91 as you jump around Balmora. Head back to Meldor: Armorer 
and open the level 50 locked Chest in his basement. This should 
increase Security to 19. Offload everything you still have, and head to 
Milie Hastien: Fine Clothier to continue.

Balmora-Milie Hastien: Fine Clothier
o======================================================================o
***NPCs***
Milie Hastien

***CONTAINERS***
Gold Kanet Flower
Stoneflower
Willow Flower
Small Chest x2
Worn Chest
Sack x6
Cloth Sack
Crate x4

***ITEMS***
Bolt of Cloth x3
Shears x2
Green Pot
Expensive Shirt x2
Expensive Skirt
Exquisite Skirt x2
Extravagant Robe x4
Extravagant Shirt
Expensive Shoes
Extravagant Shoes x2
Expensive Left Glove
Expensive Right Glove
Common Robe
Exquisite Robe
Spool x3
Cloth
Brass Candlestick
Yellow Glass Bowl
Large Redware Bowl x3
Redware Bowl
Bottle x6
Vase x2
Green Glass x3
Folded Cloth x3
Flask x3
Peach Glass Bowl
Bamboo Candlestick x2
The Book of Dawn and Dusk
Pillow

16) As usual, begin by exhausting all dialogue options with Milie. Now, 
start looting. Pick the level 50 lock of the Small Chest on her 
counter, as well as the second level 50 Small Chest behind her and the 
level 45 Worn Chest underneath it. The Small Chest should contain an 
Exquisite Amulet and Exquisite Ring, which should be equipped in place 
of the Common Ring and Extravagant Sapphire Amulet we are currently 
wearing. The Exquisite Skirt off the shelves should be equipped in 
place of the Common Skirt we are currently wearing. The Exquisite Robe 
from the shelves should also be equipped in place of our Extravagant 
Robe. Neat. Loot the upstairs now. Pick the level 30 lock on the Door 
downstairs, and loot that room too. Offload everything and go next door 
to Nalcarya of White Haven: Fine Alchemist.

Balmora-Nalcarya of White Haven: Fine Alchemist
o======================================================================o
***NPCs***
Nalcarya of White Haven

***CONTAINERS***
Crate x2
Small Chest x5
Urn x2
Cloth Sack
Chest x2

***ITEMS***
Quality Fortify Fatigue
Standard Potion of Burden
Decorative Bowl
Cyrodiilic Brandy
Exclusive Invisibility
Exclusive Disease Resistance
Standard Potion of Shadow x3
Greef
Quality Restore Intelligence
Shein
Quality Restore Strength
Standard Fortify Intelligence
Quality Potion of Silence
Standard Potion of Fire Shield
Cheap Potion of Fortify Luck
Exclusive Potion of Swift Swim
Potion of Cure Paralyzation
Redware Pot
Flin
Diamond x2
Journeyman's Alembic
Journeyman's Retort
Candle x2
Apprentice's Calcinator
Apprentice's Mortar and Pestle
Master's Mortar and Pestle
Grandmaster's Mortar and Pestle
Large Redware Bowl
Pillow
Goblet x5
Bottle x6
Green Glass x5
Ceramic Bowl
Peach Glass Pot x3
Folded Cloth x2
Green Pot x3
Pitcher
Redware Bowl

17) As always, begin by exhausting all dialogue with Nalcarya of White 
Haven. Once done, start looting her shop. Once upstairs, pick the level 
20 lock on the Small Chest, but leave one of the three Diamonds in 
there for a later Thieves' Guild quest. When offloading, be sure to 
stash the Grandmaster's Mortar and Pestle, Master's Alembic, Master's 
Retort, and Master's Calcinator found inside in place of all old 
Alchemy equipment. Keep any Potions with effects I've previously told 
you to hold onto during Alchemy sessions, as well. Ra'Virr won't buy 
Alchemy equipment, and neither will Creeper. For now, head into the 
Guild of Mages and sell it to Ajira. You'll take a big hit on the extra 
Master's Mortar and Pestles, but there's naught to be done about it. 
Head back out now, and enter Nerano Manor through the ground level 
door.

Balmora-Nerano Manor
o======================================================================o
***NPCs***
Ondres Nerano

***CONTAINERS***
Wooden Barrel x2
Cloth Sack
Sack
Small Chest x2
Basket x3
Chest of Drawers
Closet
Chest

***ITEMS***
Goblet x25
Bowl x20
Pitcher x5
Peach Glass Bowl x2
Decorative Bowl x5
Large Redware Bowl x3
Bottle x11
Basket
Jug x8
Bucket
Redware Bowl x7
Folded Cloth x7
Yellow Glass Bowl
Yellow Glass x6
Green Glass x3
Tankard x6
Redware Pot x3
Blue Clay Pot x3
Blue Glass Pot x3
Greef x3
Peach Glass Pot x11
The Book of Dawn and Dusk
Ancestors and the Dunmer
The Eastern Provinces
Saryoni's Sermons
Lives of the Saints
The Cantatas of Vivec
The True Noble's Code
Frontier, Conquest
Varieties of Faith
The Anticipations
The Annotated Anuad
The House of Troubles
Clay Pot
Pillow x2

***SKILL INCREASES***
Security x1

18) As usual, begin by exhausting all dialogue with Ondres Nerano. He 
also figures in later quests, so leave him be and start looting his 
house. Head to the second floor and continue. Pick the level 10 lock on 
the Small Chest here. Head to the top floor and pick the level 25 lock 
on the Door. Loot the bedroom, making sure to equip the Exquisite Belt 
and Exquisite Shirt found in the Chest of Drawers. Pick the level 20 
lock on the Closet, the level 40 lock on the Small Chest, and the level 
25 lock on the Chest. This will raise Security to 20. Be sure to disarm 
the trap on the Small Chest as well. Go offload. I think it's high time 
we actually explored our current home.

Balmora-Hlaalo Manor
o======================================================================o
***CONTAINERS***
Crate x4
Sack x5
Cloth Sack x2
Barrel x6
Wooden Barrel x2
Drawers

***ITEMS***
Green Glass x4
Pitcher x3
Mazte x3
Redware Bowl x7
Folded Cloth x10
Vase x3
Bowl x6
Bottle x44
Jug x14
Vintage Brandy
Blue Clay Pot
Decorative Bowl x2
Blue Glass Pot x3
Goblet x14
Greef x3
Plate x6
Yellow Glass Bowl
Ceramic Bowl
Pillow x2
Candle
The Thirty-Six Lessons of Vivec, Sermon Twenty-Two
Common Shirt
Common Shoes
Common Skirt
Hlaalo Manor Key
Peach Glass Pot

***SKILL INCREASES***
Medium Armor x1

19) Treat it like normal, and loot the ground floor first. Head to the 
second floor when done, where the only point of interest is Uryne 
Nirith's room. Run through all dialogue options to get a description 
of Hlaalo's real killer. Of course, once we have that from her, she's 
useless...not to mention I don't like sharing my house. Taunt her, kill 
her, repair, and rest. When finished, loot her bedroom, and don't fear 
the skill book-we want to raise Medium Armor anyway. This book should 
raise it to 26. Dump the key wherever, as usual. To the top floor now. 
When done, go offload. Yahoo. If you like, ask Ra'Virr about the 
murderer's description while offloading and he'll direct you to the 
Council Club. Intriguing. Ask a guard, and he'll tell you a name-
Thanelen Velas at the Council Club. He's actually part of a different 
quest, so we won't kill him until both quests direct us to. Let's 
tackle the other guard tower here next. Enter Western Guard Tower 
North.

Balmora-Western Guard Tower North
o======================================================================o
***CONTAINERS***
Urn x2

***ITEMS***
Armun-An Bonemold Cuirass
Gah-Julan Bonemold Cuirass
Bonemold Greaves
Bonemold Shield
Chitin War Axe
Iron Dagger x4
Silver Shortsword x3
Steel Katana x2
Chitin Shortsword
Steel Staff
Iron Warhammer
Iron Longsword
Journeyman's Armorer's Hammer x10
Bottle x3
Goblet x7
Redware Bowl
Decorative Bowl
Folded Cloth
Pillow x2
Pitcher

***SKILL INCREASES***
Armorer x3
Acrobatics x1

20) Start at the top floor here, and let's work our way down. Repair 
everything, as most of it is badly damaged. This could well exhaust 
your supply of repair tools-it did mine. If that happens, duck into the 
Fighters Guild and swipe the 10 Journeyman's Armorer's Hammers from the 
equipment chest. Finish repairing everything. This should increase 
Armorer three ranks, to 22. Now, go offload. We should stash the Chitin 
War Axe in place of the Iron War Axe. Acrobatics should increase to 92 
as you jump around. The skill book here should be skipped for now-we 
aren't ready to raise Long Blade. When finished with everything, head 
to the Temple.

Balmora-Temple
o======================================================================o
***NPCs***
Dralval Andrano
Feldrelo Sadri
Ilen Favaran
Llarara Omayn
Llathyno Hlaalu
Telis Salvani

***CONTAINERS***
Chest x3
Table x2
Closet
Small Chest x4
Sack x3
Crate x3

***ITEMS***
Torch x5
Candle x8
Pillow x8
Goblet x2
Bottle x4
Scroll of Fphyggi's Gem Feeder
Mazte x2
Redware Bowl x3
Green Pot
Redware Pot
Yellow Glass Bowl
Shein
Bamboo Candlestick x5
Bowl
Clay Pot
Cheap Rising Force Potion x2
Cheap Restore Fatigue
Cheap Restore Health
Cheap Potion of Swift Swim
Cheap Poison Resistance
Cheap Disease Resistance
Blue Clay Pot
Blue Glass Pot
Journeyman's Mortar and Pestle
The Pilgrim's Path x2
The Anticipations
Lives of the Saints
The Cantatas of Vivec
Homilies of Blessed Almalexia
The Consolations of Prayer
The Thirty-Six Lessons of Vivec, Sermon Thirty-Four
Fellowship of the Temple
The Thirty-Six Lessons of Vivec, Sermon Fourteen
The Doors of the Spirit

***SPELLS***
Vivec's Mercy
Rest of St. Merris
Veloth's Grace
Restore Willpower
Restore Intelligence
Restore Luck
Restore Endurance
Cure Common Disease
Vivec's Tears
Free Action
Heal Companion
Energy Leech
Shield of the Armiger
Flameguard
Frostguard
Shockguard
Poisonguard
Divine Aid
Wisdom
Fortitude
Mark
Tranasa's Spelltrap
Absorb Fatigue (Ranged)
Crimson Despair
Daedric Fatigue
Recall
Almsivi Intervention
Magickguard
Vitality
Powerwell
Vigor

***FACTIONS***
Temple-Layman

***SKILL INCREASES***
Speechcraft x1
Unarmored x1

21) Time to join our first faction. Others will follow very shortly. 
Loot the first room, then take the first door going clockwise from the 
entrance. Loot this empty bedroom, then proceed to the second door 
clockwise from the entrance. Speak to Ilen Faveran here, and exhaust 
all dialogue. Pickpocket him for a Scroll of Fphyggi's Gem Feeder, then 
stealthily loot the room. The Closet in this room has some great stuff, 
which we will want to hold onto. Pick the level 25 lock on the Small 
Chest here before leaving. This should exhaust the current Master's 
Lockpick, so let's do a quick offload. Grab another Master's Lockpick, 
stash the two Holy Shields, the Holy Tower Shield, the two Veloth's 
Tower Shields, and the Scroll of Fphyggi's Gem Feeder. Sell everything 
else to Ra'Virr, then head back in and go through the last unexplored 
door. Loot this room, and check the shrines-35 gold for nonmembers. 
Not an option. Go counterclockwise this time to find Dralval Andrano. 
Exhaust all dialogue, and loot his room. There's another level 25 
locked Small Chest to open. Head for the one passage we haven't 
explored now. At the three way junction, begin by looting the Crates to 
your left, then head straight down the hall. Continue up the ramp to 
the second floor. Turn left to find Telis Salvani. Exhaust all 
dialogue, then Admire him above 90. As before, quicksave every time you 
succeed, and you only need to quickload if his Disposition drops below 
10. This should increase Speechcraft to 23. Buy all of his spells when 
done. Across from him, find Feldrelo Sadri. Exhaust all dialogue, and 
go ahead and join the Temple. The initial rank is Layman. To advance to 
Novice, we require 30 Intelligence and 30 Personality, as well as one 
favored skill at 10. We already meet these requirements, but we need 
to perform more duties first. Your first quest is one we already have, 
the Pilgrimages of the Seven Graces. That'll take a good deal of 
exploring, but we'll get it done. Check the Shrine of the Tribunal in 
this room and note that the cost of a blessing has dropped to 5. Neat. 
Go ahead and read the skill book on the middle shelf-it will raise 
Unarmored to 26. The bottom skill book is for Spear, which we've 
already maxed. Now, let's make our way to the basement. First, speak to 
Llarara Omayn on the left. Exhaust all dialogue, then Admire her to 
above 90. Buy all of her Spells. Note that she is the first Spellmaker 
we've run into. We'll be back, rest assured. Turn now to Llathyno 
Hlaalu, the final NPC. Exhaust all dialogue, then Admire her 
Disposition above 90. Buy all of her spells as well. She is also a 
Spellmaker. Go offload now (you'll need to sell the Mortar and Pestle 
to Ajira), then head into the Lucky Lockup across from the silt 
strider.

Balmora-Lucky Lockup
o======================================================================o
***NPCs***
Benunius Agrudilius
Chuna
Culumaire
Hickim
Todwendy

***CONTAINERS***
Scathecraw Plant x2
Small Chest
Barrel
Sack x4
Basket x4
Wooden Barrel x2
Chest

***ITEMS***
Common Robe
Common Shoes
Expensive Amulet
Expensive Ring
Silver Dagger
Common Belt
Common Shirt x2
Common Pants x2
Apprentice's Lockpick x6
Apprentice's Probe x6
Journeyman's Lockpick x3
Journeyman's Probe x3
Iron Arrow x50
Bottle x33
Goblet x10
Pitcher
Glass Lantern
Tankard x3
Folded Cloth x2
Drum
Guarskin Drum
Lute
Jug x4
Bowl x2
Bread x2
Paper
Rolling Pin
Spoon
Small Kwama Egg
Glass Jinkblade
Netch Leather Boots
Netch Leather Greaves
Netch Leather Cuirass
Netch Leather Left Pauldron
Netch Leather Right Pauldron
Netch Leather Left Gauntlet
Netch Leather Right Gauntlet
Netch Leather Shield
Pitcher
Redware Bowl
Grandmaster's Pick
Grandmaster's Probe
Pillow x2
Brass Candlestick

***SKILL INCREASES***
Medium Armor x2
Speechcraft x1
Armorer x1
Unarmored x1

22) Straight ahead as you enter, speak to Culumaire. Exhaust all 
dialogue, Taunt, and kill her. Medium Armor should increase to 27 
during this fight, raising your armor rating to 20. When done, loot, 
repair, and rest. Back inside, speak to Chuna, just behind Culumaire's 
old spot. Exhaust all dialogue, Taunt, and kill him. Speechcraft should 
increase to 24 while Taunting him. Loot, repair, rest, and offload when 
done. Armorer should increase to 23 while repairing. Next, speak to 
Hickim. Exhaust all dialogue, then pickpocket all of his thief tools 
and his Iron Arrows. With those in hand, speak to Benunius Agrudilius. 
Exhaust all dialogue, then stealthily loot this room. Pick the level 45 
lock on the Small Chest on the corner shelves. When finished, head 
through the door on this level and loot the room. Head upstairs now, 
and open the unlocked door on the right to find Todwendy. Note that she 
is the Master Trainer for Short Blade, if you're using trainers. It 
will be a very difficult fight-be warned. Exhaust all dialogue, Taunt, 
and kill. During the fight, Medium Armor should increase to 28, and 
Unarmored should increase to 27. This will increase your armor rating 
to 21. Loot, repair, rest, and offload. Use Creeper, which you should 
get used to doing as a matter of course since we're about to rob 
Ra'Virr and render him useless. He can still be used at the moment for 
anything Creeper won't take. Don't worry about the trenchant commentary 
passing through the Mages Guilds. Our disposition with them took a hit 
when we joined the Temple, but we'll be joining them too soon enough. 
Once done, loot Todwendy's room, noting the Grandmaster's Pick and 
Grandmaster's Probe on the table. Swap these for your current Master 
tools. Across from this room, pick the level 50 lock on the door with 
your new Grandmaster's Pick. Loot what little there is, offload, then 
head to Ra'Virr: Trader.

Balmora-Ra'Virr: Trader
o======================================================================o
***CONTAINERS***
Crate x2
Sack x5
Wooden Barrel
Urn
Basket

***ITEMS***
Decorative Bowl
Cloth x2
Bottle
Candle x3
Paper
Gold x22
Redware Pot x11
Peach Glass Pot x4
Blue Clay Pot x6
Ceramic Bowl
Redware Bowl x2
Large Redware Bowl x4
Blue Glass Pot
Green Pot x2
Green Glass x7
Yellow Glass x4
Glass Lantern
Silver Throwing Star x2
Steel Tanto
Iron Shortsword
Silver Dagger
Iron Dagger
Nordic Leather Shield
Nordic Fur Helm
Nordic Iron Helm
Netch Leather Greaves
Chitin Right Gauntlet
Chitin Left Gauntlet
Pitcher x2
Goblet
Plate
Fork
Knife
Bowl x2
Folded Cloth x3
Tankard
Pillow

***SKILL INCREASES***
Acrobatics x1

23) First things first. It's time to exhaust all dialogue with Ra'Virr. 
When done, begin looting his shop. Acrobatics should increase to 93 as 
you move about in here. When the ground floor is otherwise clear, pick 
the level 40 lock on the door and loot this room as well. Now head 
upstairs. Loot here, then repair all the stuff-much of it is badly 
damaged. You'll want to stash the Throwing Stars. Creeper won't buy 
clothes or light sources, so they go to Clagius Clanler, who bought 
everything I had with no trouble. When finished, head to the Guild of 
Mages.

Balmora-Guild of Mages
o======================================================================o
***NPCs***
Ajira
Estirdalin
Galbedir
Marayn Dren
Masalinie Merian
Ranis Athrys
Sharn gra-Muzgob

***CONTAINERS***
Mages Guild Supply Chest
Small Chest
Basket x2
Barrel
Wooden Barrel
Sack
Cloth Sack
Galbedir's Desk
Chest
Closet
Desk x2
Sack x4

***ITEMS***
Candle x2
Redware Pot x3
Origin of the Mages Guild
Limeware Platter
Petty Soul Gem (Alit)
Petty Soul Gem (Rat)
Petty Soul Gem (Skeleton Warrior)
Lesser Soul Gem
Lesser Soul Gem (Guar)
Lesser Soul Gem (Blighted Kagouti)
Common Soul Gem (Skeleton Warrior)
Common Soul Gem (Ogrim Titan)
Greater Soul Gem (Dremora)
Grand Soul Gem (Winged Twilight)
Bottle x22
Goblet x13
Folded Cloth x4
Brass Candlestick x5
Pitcher
Blue Glass Pot x2
Decorative Bowl
Jug x4
Basket
Green Glass x7
Brief History of the Empire, v1
Brief History of the Empire, v2
Brief History of the Empire, v3
Brief History of the Empire, v4
Mages Guild Charter
Fragment: On Artaeum
Galerion the Mystic
Where Were You When the Dragon Broke
Pillow x4
Redware Bowl x2
Expensive Belt
Expensive Shoes
Extravagant Robe
Paper x2
Saltrice x2
Scrap Metal
Ceramic Candlestick x2
Master's Mortar and Pestle
The House of Troubles
Peach Glass Pot x4
Journeyman's Retort
Journeyman's Alembic
Green Lichen
Emerald
Bonemeal
Crab Meat
Apprentice's Calcinator

***SPELLS***
Fire Bite
Shock
Paralysis
Poison
Earwig
Fleabite
Fuddle
Burden
Feather
Poisonous Touch
Bound Boots
Bound Dagger
Bound Helm
Bound Longbow
Summon Ancestral Ghost
Strong Feather
Fifth Barrier
Calm Creature
Spell Absorption
Strong Resist Fire
Strong Resist Frost
Strong Resist Magicka
Strong Resist Poison
Strong Resist Shock
Dispel
Cure Common Disease on Other
Balyna's Soothing Balm
Balyna's Antidote
Fire Shield
Charming Touch
Calm Humanoid
Frost Shield
Buoyancy
Water Walking
Water Breathing
Ondusi's Open Door
First Barrier
Second Barrier
Levitate
Lightning Shield
Summon Least Bonewalker
Summon Skeletal Minion
Dire Weakness to Fire
Dire Weakness to Frost
Dire Weakness to Magicka
Dire Weakness to Poison
Dire Weakness to Shock
Bound Longsword
Bound Mace
Bound Battle-Axe
Bound Spear
Reflect
Soultrap
Weak Spelldrinker
Poet's Whim
Great Resist Common Disease
Variable Resist Corpus Disease
Great Resist Fire

***FACTIONS***
Mages Guild-Associate

***QUESTS***
Mages Guild: I'm NOT A Necromancer!
Mages Guild: Four Types of Mushrooms

***REWARDS***
Spell: Summon Ancestral Ghost OR Spell: Summon Skeletal Minion

***SKILL INCREASES***
Speechcraft x1

24) Right in front of you is Ranis Athrys. Speak to her, exhaust all 
dialogue, and go ahead and join the Mages Guild as an Associate. The 
next rank is Apprentice, and requires 30 Intelligence, 30 Willpower, 
and one skill at 10. We already meet these benchmarks, but need to 
perform more duties. Some things are actually free to take now, but 
some aren't-just be careful as you loot around. You'll actually want to 
leave the Ceramic Bowl next to Ranis Athrys for a later quest. The 
Mages Guild Supply Chest is free to use and respawns every four months. 
Not ideal, but better than nothing. Pick the level 15 lock on the Small 
Chest above it-this must still be done from stealth. Finish looting 
this floor, then head upstairs to meet Galbedir. Exhaust all dialogue, 
then loot her area, being stealthy about it. You should also pickpocket 
Galbedir for her Scrolls of Fphyggi's Gem Feeder. When done, head to 
the basement. Straight ahead, find Estirdalin. Exhaust all dialogue and 
Admire her Disposition to above 90. Buy all of her spells. She is also 
a Spellmaker-yahoo. To her left is Sharn gra-Muzgob. All the clutter on 
the tables and shelves in this area is free to take, but don't pick the 
level 25 locked Chest just yet. Exhaust all dialogue with Sharn to get 
a new quest. Now, turn around and pick that Chest from stealth. Now, 
confront Sharn with Sharn's Legions of the Dead and she'll teach you 
one of two spells. Go with the ghost summoning-when we can freely use 
Conjuration, Ancestral Ghosts are a great way to refill our Magicka. 
With that little quest done, Admire Sharn's Disposition to above 90. 
This should increase Speechcraft to 25. Now, buy all of her spells. On 
the east side of the room, some items are owned, so loot from stealth. 
Pick the level 15 lock on the Closet near the beds, also from stealth. 
When done looting, speak to Marayn Dren. Exhaust all dialogue, and 
Admire his Disposition to above 90. When done, buy all of his spells. 
With THAT done, Taunt him and kill him. When done, rest and repair, and 
enter the guild guide chamber. Start by speaking to Masalinie Merian. 
Exhaust all dialogue, then Admire her Disposition to above 90. Buy all 
of her spells. Loot this room, being stealthy as you do. You will 
likely need to offload at least once, so do so. Sell Creeper whatever 
he'll buy, sell clothing, books, and light sources to Verick Gemain 
(across the street in Caldera), and sell alchemy equipment to Ernand 
Thierry in the Caldera Mages Guild. You'll take a big hit on the 
Master's Mortar and Pestle, but there's naught to be done. Finally, 
speak to Ajira. Exhaust all dialogue for a quest. Offload at Hlaalo 
Manor now, making certain to stash all ingredients as well as  all soul 
gems and scrolls. Thanks to the spells we've learned, any potions of 
Water Breathing or Levitate you have stashed are now redundant, and 
should be sold to Nalcarya of White Haven. I didn't have any of Ajira's 
mushrooms stashed, so make a quick run to the silt strider and take it 
to Seyda Neen. 

Bitter Coast Region
o======================================================================o
***CONTAINERS***
Luminous Russula x6
Slough Fern
Hypha Facia x2
Bungler's Bane x2
Violet Coprinus x3

***ITEMS***
Fake Soul Gem
Ajira's Flower Report
Ajira's Mushroom Report

***REWARD***
Cheap Restore Health x4
Cheap Restore Magicka x6
Exclusive Potion of Fire Shield
Exclusive Frost Shield
Exclusive Lightning Shield
Exclusive Spell Absorption x2
1 Reputation Point

***FACTIONS***
Mages Guild: Apprentice
Mages Guild: Journeyman
Mages Guild: Evoker

***QUESTS***
Mages Guild: Fake Soul Gem
Mages Guild: Manwe's Dues
Mages Guild: Recruit or Kill Llarar Bereloth
Mages Guild: Four Types of Flowers
Mages Guild: Ceramic Bowl
Mages Guild: Stolen Reports

25) Follow the coast past Addamasartus until you cross a fence. Turn 
left and find three Luminous Russula and a Slough Fern near a rock. 
Loop around, back toward Addamasartus, to find three more Luminous 
Russula at the base of a signpost. Continue back toward Addamasartus 
to find two Hypha Facia and two Bungler's Bane on two trees opposite 
each other. A little farther, on the left, are three Violet Coprinus. 
There's a critter here-I had a Rat. Kill, repair, rest, done. Head back 
to Ajira to turn in the quest. The potions can be sold right back to 
her. Go speak to Ranis Athrys about advancement to be promoted to 
Apprentice. The next rank is Journeyman. It requires 30 Intelligence, 
30 Willpower, and one skill at 20. We meet these benchmarks, but need 
to perform more duties. Speak to Ajira about duties again for another 
quest. This couldn't be easier. Go put the gem in Galbedir's Desk, and 
return to Ajira once again. Turn in the quest-no reward this time. 
Speak with Ranis Athrys again about advancement to be promoted to 
Journeyman. Our next rank is Evoker, and requires 30 Intelligence, 
30 Willpower, one skill at 30, and two skills at 5. We meet these 
benchmarks, but need to perform more duties. Speak to Ranis Athrys 
about duties for two new quests, then speak to Ajira for a third. We 
won't be getting to Ranis' quests for a while, but you should already 
have samples of those four flowers in your stash. Go grab them and turn 
them in to Ajira. I will suggest holding on to those Potions. This is 
still insufficient to advance, so speak to Ajira again for another 
quest. This is why we left that Ceramic Bowl with Ranis. Grab it and 
bring it to Ajira. Make sure to discuss the topic "ceramic bowl" with 
her to get credit for the quest. No reward. No advancement either, so 
go ahead and ask about the stolen reports for another quest from Ajira. 
Discuss the stolen reports with Masalinie Merian to be directed to the 
flower report. The mushroom report is stashed among the baskets on the 
ground floor. Return them both to Ajira for some nice potions, which I 
promptly sell right back to her. This also earns our first point of 
Reputation. Cool! That's it for Ajira for a good long while. If you ask 
about duties, she'll tell you to come back when you are a Warlock. An 
aside-this was our first real bout of questing. See what I mean about 
all those guides that limit themselves to quests? You barely scratch 
the surface of the game's content if you play that way! With that done, 
speak to Ranis about advancement to be promoted to Evoker. The next 
rank is Conjurer, and requires 30 Intelligence, 30 Willpower, one skill 
at 40, and two skills at 10. We meet these benchmarks, but need to 
perform more duties. That was fun, wasn't it? Let's do more. Drop off 
the Magicka potions at Hlaalo Manor, then head to the Guild of 
Fighters.

Balmora-Guild of Fighters
o======================================================================o
***NPCs***
Eydis Fire-Eye
Flaenia Amiulusus
Fasile Charascel
Hasphat Antabolis
Wayn

***CONTAINERS***
Crate x5
Sack x3
Cloth Sack
Fighter's Guild Equipment Chest
Chest x2

***ITEMS***
Jug
Candle x2
Tankard x3
Steel Throwing Knife x30
Steel Throwing Star x20
Silver Arrow x100
Steel Arrow x100
Apprentice's Armorer's Hammer x10
Journeyman's Armorer's Hammer x8
Basket
Chitin Shortsword
Netch Leather Boots
Netch Leather Cuirass
Common Shirt x2
Common Pants x2
Common Shoes x2
Bottle x2
Goblet x2
Pillow x4
Glass Lantern x2
Iron Spear x2
Chitin Spear
Wooden Staff
Silver Staff
Bucket
Fighters Guild Charter
Common Belt
Common Left Glove
Common Right Glove

***FACTIONS***
Fighters Guild: Associate

***QUESTS***
Fighters Guild: Exterminator

***SKILL INCREASES***
Medium Armor x1
Security x1
Speechcraft x1
Acrobatics x1

26) Start by going upstairs and speaking to Eydis Fire-Eye. Go ahead 
and join the Fighters Guild, then exhaust all dialogue for a quest. We 
start as an Associate. The next rank is Apprentice, which requires 
30 Strength, 30 Endurance, and one skill at 10. We meet these 
benchmarks, but must complete more duties. So it goes. Loot the table 
behind her and head downstairs. Exhaust all dialogue with Wayn. 
Pickpocket him for his Steel Throwing Knives, Steel Throwing Stars, 
Silver Arrows, Steel Arrows, Apprentice's Armorer's Hammers, and 
Journeyman's Armorer's Hammers. Lots of goodies! Stealthily loot the 
stuff behind him, then head out and loot the front hall. This should 
trigger an offload. Creeper should buy everything but light sources-we 
want to stash the ammunition and hammers. When done, return and speak 
to Fasile Charascel. Exhaust all dialogue, Taunt, and kill her. Medium 
Armor should increase to 29 during this fight. Loot, repair, and rest. 
Your armor rating should be 22 when all your gear is in perfect shape. 
Head downstairs and loot this hallway. Check the bedroom on the left, 
and pick the two level 5 locks. This should increase Security to 21. 
Proceed to the end of the hall, and begin by stealthily looting this 
room. The stuff in this room was damaged, so be sure to repair it. We 
can't open the door in the back, but do disarm the trap from stealth. 
Speak to Hasphat Antabolis, and exhaust all dialogue. Do the same with 
Flaenia Amiulusus, but then follow it up by Taunting and killing her. 
Speechcraft should increase to 26 while Taunting her. Kill, loot, rest, 
and repair. Offload everything once again. Acrobatics should increase 
to 94 about now. Our next target is The Razor Hole, but before we do 
that, we can now pick level 60 locks. We've only run across two so far. 
Unlock the upstairs door from both sides at Nerano Manor. When done, 
head to The Razor Hole.

Balmora-The Razor Hole
o======================================================================o
***NPCs***
Thorek

***CONTAINERS***
Crate x3
Wooden Chest x2
Small Chest
Cloth Sack
Urn

***ITEMS***
Steel Arrow x50
Steel Bolt x40
Apprentice's Armorer's Hammer x15
Journeyman's Armorer's Hammer x10
Repair Prongs x10
Paper Lantern
Iron Battle-Axe
Long Bow
Steel Crossbow
Steel Claymore
Steel Katana
Nordic Broadsword
Green Glass x5
Folded Cloth x4
Spoon
Candle
Large Redware Bowl x2
Blue Clay Pot x3
Bowl x2
Pitcher
Redware Bowl x2
Redware Pot x3
Pillow
Green Glass
Bottle
Ceramic Candlestick
Silver Dagger

***SKILL INCREASES***
Armorer x1

27) Begin by speaking with Thorek and exhausting all dialogue. Next, 
pickpocket him for 50 Steel Arrows, 40 Steel Bolts, 15 Apprentice's 
Armorer's Hammers, 10 Journeyman's Armorer's Hammers, and 10 Repair 
Prongs. Next, loot this level, which will require multiple offloads. 
There are three level 50 locks to open-two Wooden Chests and a Small 
Chest. You should find a Steel Crossbow on one of the shelves, which I 
recommend you stash, along with all Marksman ammunition. Some of the 
gear on the shelves is damaged, so be sure to repair it before selling 
it off. This should increase Armorer to 24. When done, go loot 
upstairs. The Silver Dagger here is also damaged and in need of 
repairs. Offload when done, then cross the street and head into Eight 
Plates.

Balmora-Eight Plates
o======================================================================o
***NPCs***
Alvis Teri
Dulnea Ralaal
Meril Hlaano
Traven Marvos

***CONTAINERS***
Small Chest
Chest x3
Barrel x2
Wooden Barrel
Cloth Sack x2
Sack x3
Basket x2
Crate x3

***ITEMS***
Torch x2
Steel Shortsword
Bonemold Boots
Bonemold Greaves
Bonemold Cuirass
Bonemold Left Pauldron
Bonemold Right Pauldron
Bonemold Left Bracer
Bonemold Right Bracer
Hlaalu Guard Shield
Redoran Founder's Helm
Expensive Pants
Iron Longsword
Common Pants x2
Common Ring
Extravagant Shirt
Extravagant Shoes
Silver War Axe
Netch Leather Boots
Netch Leather Greaves
Common Shirt
Common Shoes
Bottle x31
Jug x8
Goblet x26
Folded Cloth x4
Tankard x18
Candle x3
Bucket
Green Pot x2
Pitcher x2
Yellow Glass Bowl
Bowl x2
Blue Clay Pot x2
Redware Pot x6
Large Redware Bowl
Redware Bowl x3
Clay Pot
Blue Glass Pot x3
Ceramic Bowl x3
Peach Glass Pot x2
Decorative Bowl
Platter
Cup x2
Pillow x2

***SKILL INCREASES***
Acrobatics x1
Security x1

28) Grab the Torch by the door, then head down the hall. Straight ahead 
as you enter the main room, find Alvis Teri. Exhaust all dialogue, 
Taunt, and kill him. Loot, repair, rest, and offload. Next, find Meril 
Hlaano. Exhaust all dialogue, Taunt, and kill him. Loot, repair, rest, 
and offload. Acrobatics should increase to 95 around now. Back at Eight 
Plates, locate Traven Marvos. Exhaust all dialogue, Taunt, and kill 
him. When done, loot, repair, rest, and offload. Stash his Silver War 
Axe in place of our old Iron Shardaxe. Next, speak to Dulnea Ralaal and 
exhaust all dialogue. Loot this room. Next, head downstairs. Pick the 
two level 50 locks on the doors. Loot both rooms, then head to the top 
floor. Loot this little hallway, then pick the level 35 lock on the 
door. Loot this storeroom, picking the level 25 and level 30 locks on 
the Chests. This should raise Security to 22. Now go offload. Head east 
and enter Fast Eddie's House.

Balmora-Fast Eddie's House
o======================================================================o
***NPCs***
Edd "Fast Eddie" Theman

***CONTAINERS***
Urn x2
Basket x3
Sack x4
Crate
Small Chest x2

***ITEMS***
Ceramic Candlestick
Folded Cloth x3
Goblet x7
Pitcher
Bottle x5
Yellow Glass x3
Plate x2
Fork x2
Spoon x2
Knife x2
Small Kwama Egg x5
Glass Lantern
Blue Clay Pot x2
Vase
Large Redware Bowl x3
Peach Glass Pot x2
Redware Bowl
Peach Glass Bowl
Flask x3
Pillow
Apprentice's Lockpick
Journeyman's Lockpick

29) We'll be dealing more with Fast Eddie once we join House Telvanni. 
For now, just exhaust all dialogue and loot his house. Don't miss the 
two Small Chests just visible in the crate behind the hammock. Unlock 
both and disarm the one trap. Offload, then head into Itan's House.

Balmora-Itan's House
o======================================================================o
***NPCs***
Itan

***CONTAINERS***
Draggle-Tail (flower) x2
Basket x3
Cloth Sack x2

***ITEMS***
Moon Sugar x4
Common Pants
Common Shirt
Common Ring
Pillow x2
Bottle x7
Green Glass
Candle x2
Pitcher x2
Folded Cloth
Redware Pot x5
Large Redware Bowl x3
Plate
Fork
Spoon
Knife
Tankard x2
Broom
Bowl
Clay Pot
Redware Bowl x5
Goblet x6
Jug
Blue Clay Pot
Green Pot

***SKILL INCREASES***
Medium Armor x1

30) Speak with Itan, exhaust all dialogue, Taunt, and kill him. Medium 
Armor should increase to 30 during the fight. Loot, repair, and rest, 
then set about looting the house. Don't miss the Moon Sugar hiding in 
the flower pot. When done, go offload. South once more to Vori's House. 
Go inside.

Balmora-Vori's House
o======================================================================o
***CONTAINERS***
Stoneflower
Chest
Cloth Sack x2
Basket x3
Small Chest

***ITEMS***
Pillow x2
Green Glass x2
Pitcher x2
Folded Cloth x3
Candle x2
Bottle x4
Goblet x6
Jug x2
Plate
Fork
Spoon
Knife
Yellow Glass Bowl
Blue Glass Pot x2
Peach Glass Pot x2
Bowl x2
Blue Clay Pot
Ceramic Bowl x2
Redware Pot x2
Green Pot
Decorative Bowl
Platter
Cup x2

31) Who's Vori? I don't know, and we'll never find out. Just loot the 
empty home, picking the lock on the Small Chest. Offload when done, 
then enter the next building going south-Karlirah's House.

Balmora-Karlirah's House
o======================================================================o
***NPCs***
Karlirah

***CONTAINERS***
Sack x3
Black Anther Plant x2
Basket
Urn x2
Chest
Small Chest

***ITEMS***
Common Left Glove
Common Right Glove
Common Shirt
Common Skirt
Common Shoes
Common Ring
Folded Cloth
Glass Lantern
Bottle x26
Jug x5
Decorative Bowl x2
Brass Candlestick x3
Bowl x2
Blue Clay Pot x2
Blue Glass Pot x2
Peach Glass Pot x7
Redware Pot x3
Ceramic Bowl x3
Green Pot x3
Platter
Cup x2
Candle
Large Redware Bowl
Pitcher
Redware Bowl
Green Glass x5
Folded Cloth x2
Pillow

***SKILL INCREASES***
Speechcraft x1
Acrobatics x1

32) Speak to Karlirah, exhaust all dialogue, Taunt, and kill her. 
Speechcraft should increase to 27 while Taunting her. Loot, repair, and 
rest, then loot the house. Leave the skill book for now-Conjuration is 
on hold. Pick both locks here. Offload. Acrobatics should increase to 
96 about now. Head into the next building to the south-Tsiya's House.

Balmora-Tsiya's House
o======================================================================o
***NPCs***
Tsiya

***CONTAINERS***
Cloth Sack
Sack x4

***ITEMS***
Pillow
Bottle x10
Yellow Glass x2
Pitcher
Skooma x2
Ceramic Candlestick
Flask x3
Peach Glass Bowl x2
Large Redware Bowl x4
Folded Cloth x4
Green Glass x4
Redware Bowl
Yellow Glass Bowl x2
Vase x2
Blue Clay Pot x2
Bowl x2
Blue Glass Pot x2
Peach Glass Pot x2
Ceramic Bowl x2
Redware Pot x3
Platter
Cup x2
Green Pot
Decorative Bowl
Clay Pot x2
Basket
Jug
Goblet x2

33) The ground floor is empty, so get to looting. Upstairs, Tsiya 
doesn't have much to say. She factors in a later quest, so just leave 
her be as you loot the rest of her house. Offload, then head into the 
Council Club. 

Balmora-Council Club
o======================================================================o
***NPCs***
Banor Seran
Madrale Thirith
Marasa Aren
Sovor Trandel
Thanelen Velas
Vadusa Sathryon

***CONTAINERS***
Small Chest x2
Cloth Sack x2
Sack x2
Barrel
Wooden Barrel
Basket x2
Crate x2
Chest

***ITEMS***
Bottle x12
Ceramic Bowl
Goblet x8
Folded Cloth x5
Iron Arrow x50
Tankard x4
Fork x2
Knife x2
Jug
Glass Lantern
Bucket
Broom
Apprentice's Lockpick x11
Journeyman's Lockpick x5
Apprentice's Probe x10
Journeyman's Probe x5
Green Glass
Pitcher
Pillow x2
Brass Candlestick
Redware Candle
Saltrice x16
Apprentice's Armorer's Hammer x11
Journeyman's Armorer's Hammer x10
Corkbulb Root x10
Scrib Jerky x10
Shalk Resin x10
Marshmerrow x6
Kwama Cuttle x16
Large Kwama Egg x3
Black Lichen x5
Bungler's Bane x5
Green Lichen x10
Hypha Facia x5
Kagouti Hide x5
Red Lichen x5
Scathecraw x5
Wickwheat x10
Ash Salts x5
Bittergreen Petals x5
Chokeweed x5
Comberry x10
Netch Leather x5
Rat Meat x5
Ectoplasm x5
Hackle-Lo Leaf x5
Gravedust x5
Kresh Fiber x5
Muck x15
Resin x5
Scrib Jelly x5
Scuttle x5
Stoneflower Petals x5
Trama Root x15
Willow Anther x10
Alit Hide x10
Black Anther x15
Bloat x10
Daedra Skin
Daedra's Heart
Diamond
Fire Salts x5
Frost Salts x5
Pearl x3
Racer Plumes x10
Ruby x3
Scales x15
Scrap Metal x10
Sload Soap x10
Vampire Dust
Void Salts x7
Bread x10
Crab Meat x5
Heather x5
Hound Meat x5
Small Kwama Egg x5
Ash Yam x12

***SKILL INCREASES***
Acrobatics x1

34) Well, we eventually murder just about everyone here, but the quests 
haven't progressed that far. Begin by speaking to Thanelen Velas in the 
first room. Exhaust all dialogue. He denies killing Ralen Hlaalo, 
directing you again to Nine-Toes. Leave him be for now, as he figures 
into a second quest. Loot the table behind him from stealth and head 
downstairs. Speak to everyone and exhaust all dialogue-Banor Seran, 
Sovor Trandel, Vadusa Sathryon, and Marasa Aren. Go ahead and 
pickpocket 50 Iron Arrows from Marasa Aren, then stealthily loot this 
room. Leave the room, loot this hallway, then go through the door. Loot 
this room, but leave one of the five Cyrodiilic Brandy inside the crate 
for an Imperial Cult quest down the line. Go to the lowest level now 
and speak with Madrale Thirith. Pickpocket her thief tools-10 
Apprentice's Lockpicks, 5 Journeyman's Lockpicks, 10 Apprentice's 
Probes, and 5 Journeyman's Probes. Loot the unlocked room down here, 
then pick open the level 50 locked Room Door. About here, it occurred 
to me that I've been neglecting to pickpocket many things, so 
start by pickpocketing 10 Saltrice off of Banor Seran. Next, we should 
get Thanelen Velas' repair tools-10 Apprentice's Armorer's Hammers and 
10 Journeyman's Armorer's Hammers. Head out, exhaust all dialogue with 
Selvil Sareloth, and head back to Seyda Neen for a moment. Pickpocket 
some gold from Indrele Rathryon, then enter the Census and Excise 
Warehouse to get some gold from Adraria Vandacia. In Arrille's 
Tradehouse, pickpocket 5 Corkbulb Root, 5 Scrib Jerky, and 5 Shalk 
Resin from Arrille. Back outside in Balmora, get some gold, a Kwama 
Cuttle, a Marshmerrow, a Saltrice, 3 Large Kwama Eggs, and an 
Apprentice's Armorer's Hammer from Llandras Belaal. Head to the Temple 
and get 5 Black Lichen, 5 Bungler's Bane, 5 Green Lichen, 5 Hypha 
Facia, 5 Kagouti Hide, 5 Marshmerrow, 5 Red Lichen, 5 Scathecraw, and 5 
Wickwheat from Dralval Andrano. Get 5 Ash Salts, 5 Bittergreen Petals, 
5 Chokeweed, 5 Comberry, 5 Green Lichen, 5 Netch Leather, and 5 Rat 
Meat from Telis Salvani. Get 5 Corkbulb Root, 5 Ectoplasm, 5 Hackle-Lo 
Leaf, 5 Saltrice, 5 Scrib Jerky, 5 Shalk Resin, and 5 Wickwheat from 
Llarara Omayn. Get 5 Gravedust, 5 Kresh Fiber, 5 Muck, 5 Resin, 5 Scrib 
Jelly, 5 Scuttle, 5 Stoneflower Petals, 5 Trama Root, and 5 Willow 
Anther from Llathyno Hlaalu. Now, head to Nalcarya of White Haven. Get 
10 Alit Hide, 10 Black Anther, 10 Bloat, a Daedra Skin, a Daedra's 
Heart, a Diamond, 5 Fire Salts, 5 Frost Salts, 10 Kwama Cuttle, 10 
Muck, 3 Pearl, 10 Racer Plumes, 3 Ruby, 10 Scales, 10 Scrap Metal, 10 
Sload Soap, 10 Trama Root, a Vampire Dust, and 7 Void Salts from her. 
At the Morag Tong Guild, get some gold from Ethasi Rilvayn. At Nerano 
Manor, get some gold from Ondres Nerano. At the Hlaalu Council Manor, 
get some gold from Falvel Arenim. At the Lucky Lockup, get 10 Bread 
from Benunius Agrudilius. At the Guild of Mages, get 5 Black Anther, 
5 Comberry, 5 Crab Meat, 5 Heather, 5 Hound Meat, 5 Kwama Cuttle, 5 
Scales, 5 Small Kwama Egg, and 5 Willow Anther from Ajira. At the Guild 
of Fighters, get some gold from Eydis Fire-Eye. At Eight Plates, get 12 
Ash Yam from Dulnea Ralaal. At Fast Eddie's House, get an Apprentice's 
Lockpick from him. That's it, so go forth and offload. When ready, 
cross the river at the south end and enter Dura gra-Bol's House. 
Acrobatics should increase to 97 around now.

Balmora-Dura gra-Bol's House
o======================================================================o
***NPCs***
Dura gra-Bol

***CONTAINERS***
Chest
Crate x2
Cloth Sack
Basket x3
Barrel x2
Wooden Barrel

***ITEMS***
Ceramic Bowl
Folded Cloth x3
Green Glass x3
Green Pot x2
Peach Glass Pot
Goblet x5
Bottle x7
Jug
Pitcher x2
Ceramic Candlestick
Tankard x2
Pillow
Torch x4

35) Assuming you entered at ground level, loot the empty room you're 
in. Pick the level 45 lock on the chest here, then head upstairs. 
There's a Torch on level 2, and you could run into Dura gra-Bol here. 
Exhaust her dialogue, but let's not kill her before we get the quest to 
do so. The third floor has two more Torches. Loot the top level and go 
offload. When finished, head north and enter Drarayne Thelas' House.

Balmora-Drarayne Thelas' House
o======================================================================o
***NPCs***
Drarayne Thelas
Balyn Omavel

***CONTAINERS***
Basket x2
Basket of Pillows x4
Sack x6
Cloth Sack x3
Chest
Barrel
Crate x3

***ITEMS***
Green Pot
Goblet x6
Pitcher
Bottle x5
Jug x2
Yellow Glass Bowl
Blue Clay Pot
Redware Pot x5
Bowl
Clay Pot
Redware Bowl x3
Large Redware Bowl
Pillow x15
Tankard x2
Plate
Fork
Knife
Spoon
Candle
The Cantatas of Vivec
The Anticipations
Gold

***REWARDS***
Gold x100

***SKILL INCREASES***
Medium Armor x1

***FACTIONS***
Fighters Guild: Apprentice

***QUESTS***
Fighters Guild: The Egg Poachers

36) Begin by speaking to Drarayne Thelas and exhausting all dialogue. 
We need to keep her around for a while (in addition to her rat problem, 
she has a miscellaneous quest later), so loot this room in stealthy 
fashion. Ditch the key she gave us-we already picked the storage lock 
anyway. Open the bedroom door and kill the first Cave Rat, but remember 
to let it chew on you before landing the final blow. Loot, rest, and 
repair when done. Now loot the bedroom, leaving the skill book for when 
we're ready to raise Long Blade. Pick the level 20 lock on the Small 
Chest, exhausting our Grandmaster's Lockpick, and head outside. Run to 
Hlaalo Manor to grab a Master's Lockpick (the one we were previously 
using) as well as two empty Petty Soul Gems and two Scrolls of 
Fphyggi's Gem Feeder. On the way, see if you can find Balyn Omavel. He 
figures into a quest later, so simply exhaust all dialogue and 
pickpocket some gold from him. Back at Drarayne's, enter her storage 
area. Try to fight the Cave Rats one at a time, or at least exit and 
rest after killing the first so you get chewed twice. Soul Trap both of 
them. Repair and rest for each, then loot the storage room. Medium 
Armor should increase to 31 during the fights, raising armor rating to 
23. Sweet. Speak to Drarayne for a reward, then head back to the Guild 
of Fighters to report to Eydis. Turn in the quest, then ask about 
advancement to be promoted to Apprentice. The next rank is Journeyman, 
which requires 30 Strength, 30 Endurance, and one skill at 20. We meet 
the benchmarks, but must perform more duties. Ask Eydis about orders 
for another quest, then go offload all the stuff from Drarayne's house. 
Good thing Creeper buys pillows. When done, head north of Drarayne's 
to Dralosa Athren's House.

Balmora-Dralosa Athren's House
o======================================================================o
***CONTAINERS***
Cloth Sack x3
Basket x3
Chest

***ITEMS***
Green Pot
Redware Pot x5
Jug x2
Bottle x7
Goblet x7
Pitcher x2
Yellow Glass Bowl x2
Blue Clay Pot
Bowl
Clay Pot
Redware Bowl x3
Large Redware Bowl x2
Plate
Fork
Knife
Spoon
Candle
Folded Cloth
Green Glass
Brass Candlestick
Pillow x2

37) We already killed Dralosa Athren outside, so just loot the empty 
home. Offload, and head next door to Hecerinde's House.

Balmora-Hecerinde's House
o======================================================================o
***NPCs***
Hecerinde

***CONTAINERS***
Chest
Sack x4
Cloth Sack

***ITEMS***
Pillow
Shein x2
Gold x20
Folded Cloth x2
Jug
Bottle x8
Candle x2
Goblet x2
Pitcher

***SKILL INCREASES***
Security x1

38) Begin by talking to Hecerinde, but do NOT discuss "South Wall" with 
him or you'll trigger a bug in the Thieves' Guild questline. Nick some 
gold from him, then loot his house from stealth. Pick the level 20 lock 
on his Chest to raise Security to 23. Offload when done, then let's 
head to the South Wall Cornerclub.

Balmora-South Wall Cornerclub
o======================================================================o
***NPCs***
Arathor
Bacola Closcius
Chirranirr
Only-He-Stands-There
Phane Rielle
Sottilde
Sugar-Lips Habasi
Tappius Esdrecus

***CONTAINERS***
Sack x2
Cloth Sack
Crate
Wooden Barrel
Barrel
Small Chest

***ITEMS***
Iron Throwing Knife x20
Iron Arrow x50
Saltrice x12
Pillow
Ceramic Candlestick
Goblet x9
Pitcher x2
Bottle x31
Cloth Left Bracer
Cloth Right Bracer
Netch Leather Boots x2
Netch Leather Cuirass
Common Pants
Common Shirt x2
Apprentice's Lockpick x19
Journeyman's Lockpick x12
Master's Lockpick x6
Apprentice's Probe x18
Journeyman's Probe x11
Master's Probe x5
Honor Among Thieves
Large Redware Bowl
Tankard
Folded Cloth x2
Jug x6
Lute
Guarskin Drum
Drum
Candle
Steel Longsword
Netch Leather Greaves
Netch Leather Shield
Extravagant Belt
Extravagant Pants
Extravagant Left Glove
Extravagant Right Glove
Extravagant Sapphire Amulet
Extravagant Ring
Extravagant Shirt
Extravagant Shoes

***FACTIONS***
Thieves Guild: Toad
Thieves Guild: Wet Ear
Thieves Guild: Footpad

***QUESTS***
Thieves Guild: Diamonds For Habasi
Thieves Guild: Nerano Manor Key
Thieves Guild: Ra'Zhid's Dwemer Artifacts

***SKILL INCREASES***
Acrobatics x1
Athletics x1
Medium Armor x1

***REWARDS***
Exclusive Invisibility
Gold x500

39) Yep, time for another faction, as well as a nudge on *gasp* the 
Main Quest. Immediately in front of you is Sottilde. Exhaust all 
dialogue, then pickpocket her 20 Iron Throwing Knives and 50 Iron 
Arrows. She'll also tell you that Bacola Closcius knows where to find 
Caius Cosades. Go upstairs and speak to Bacola Closcius, who will give 
you directions to Caius' house as you exhaust all dialogue with him. 
Pickpocket him for 12 Saltrice, then pick the level 50 lock on the Room 
Door up here. Loot the little bedroom, then the table behind Sottile as 
you progress into the building. Past her, speak with Arathor. Exhaust 
all dialogue, then Taunt and kill him. If you are tiring yourself out 
by jumping, like you should be with Hand-to-Hand fighters, Acrobatics 
should increase to 98 during the fight. Athletics should also increase 
to 16 about now. When done, loot, repair, and rest. Loot your way over 
to Sugar-Lips Habasi. Exhaust all dialogue, and join the Thieves Guild 
as a Toad. Don't ask about Nerano Manor or there will be a bug; stick 
to jobs for now, and get a new quest. Our next rank is Wet Ear, and it 
requires 30 Agility, 30 Personality, and one skill at 10. We meet the 
benchmarks, but need to do more jobs. Pickpocket Sugar-Lips for lots of 
tools: 15 Apprentice's Lockpicks, 10 Journeyman's Lockpicks, 5 Master's 
Lockpicks, 15 Apprentice's Probes, 10 Journeyman's Probes, and 5 
Master's Probes. Keep looting deeper into the building when done. Loot 
the last room from stealth. When done, speak with Phane Rielle. Exhaust 
all dialogue, then speak with Tappius Esdrecus. Exhaust all dialogue, 
Taunt, and kill him. Loot, repair, and rest, then speak with 
Only-He-Stands-There. Exhaust all dialogue, then go speak with 
Chirranirr. Exhaust all dialogue, then pickpocket her tools: 4 
Apprentice's Lockpicks, 2 Journeyman's Lockpicks, a Master's Lockpick, 
3 Apprentice's Probes, and a Journeyman's Probe. When done, let's 
tackle the first two jobs. Head back to Nalcarya's, grab the Diamond we 
left behind, and bring it to Habasi to complete the quest. Ask about 
advancement to be promoted to Wet Ear. The next rank is Footpad, and it 
requires 30 Agility, 30 Personality, and one skill at 20. We meet these 
benchmarks, but need to do more jobs. Ask for another job to, well, get 
one. You can lift the key from either Ondres Nerano or Sovor Trandel. I 
use Ondres, but it really doesn't matter. Turn in the key for 500 gold, 
then ask about advancement to be promoted to Footpad. The next rank is 
Blackcap, and it requires 30 Agility, 30 Personality, one skill at 30, 
and two skills at 5. We meet these benchmarks, but need to do more 
jobs. Ask for another job to get sent out of town. Ondres Nerano no 
longer needs to be alive, so head back to the manor, Taunt him, and 
kill him. Medium Armor should increase to 32 during the fight, raising 
armor rating to 24. Loot, repair, and rest, then offload all gear. 
Head north now, to Dralcea Arethi's House.

Balmora-Dralcea Arethi's House
o======================================================================o
***CONTAINERS***
Cloth Sack x2
Basket x3
Urn
Chest
Table

***ITEMS***
Jug
Bottle
Goblet x8
Large Redware Bowl x2
Plate
Fork
Knife
Spoon
Redware Pot x6
Folded Cloth
Candle x2
Pitcher x2
Green Pot
Yellow Glass Bowl
Blue Clay Pot
Bowl
Clay Pot
Redware Bowl x3
Green Glass x2
Pillow x2

***SKILL INCREASES***
Acrobatics x1

40) Another empty house to loot. Do so, picking locks on the chest and 
table. Offload when done, and proceed north to Nine-Toes' House. 
Acrobatics should increase to 99 around now.

Balmora-Nine-Toes' House
o======================================================================o
***NPCs***
Nine-Toes

***CONTAINERS***
Cloth Sack
Urn x2
Chest
Small Chest

***ITEMS***
Peach Glass Pot x5
Blue Glass Pot x2
Blue Clay Pot x2
Bowl x2
Redware Pot x4
Ceramic Bowl x4
Decorative Bowl
Green Pot
Platter
Cup x2
Paper Lantern
Jug x2
Folded Cloth
Steel Crossbow
Steel Bolt x~78
Common Shirt
Common Pants
Common Belt
Pillow
A Dance in Fire, Chapter 3
Bottle x4
Goblet x4
Candle
Redware Bowl
Lives of the Saints

***SKILL INCREASES***
Athletics x1

41) The ground floor is empty, so loot away. Upstairs, talk to 
Nine-Toes. Exhaust all dialogue, and he will deny killing Ralen Hlaalo, 
as well he should. Taunt and kill him when done. Loot, repair, and 
rest, then loot the upstairs of his house. Raising Athletics is fine, 
so go ahead and read the skill book. Pick the lock on the Small Chest. 
Offload when done, and head north to Balyn Omarel's House.

Balmora-Balyn Omarel's House
o======================================================================o
***CONTAINERS***
Urn x2
Basket x3
Sack x6
Chest
Crate
Cloth Sack

***ITEMS***
Ceramic Candlestick
Folded Cloth
Pitcher
Goblet x2
Plate x2
Fork x2
Spoon x2
Knife x2
Tankard x3
Bottle x10
Vase
Yellow Glass Bowl
Large Redware Bowl x4
Redware Bowl
Peach Glass Bowl x2
Flask x3
Small Kwama Egg x5
Aedra and Daedra
Special Flora of Tamriel
Iron Ladle
Yellow Glass
Gold x13
Bowl
Pillow x2

42) An empty house to loot. Leave the skill book on the bed, as 
Illusion is a factor later. Pick the lock on the Chest. Offload when 
done, then enter Rarayn Radarys' House on the first floor.

Balmora-Rarayn Radarys' House
o======================================================================o
***CONTAINERS***
Basket x3
Sack x4
Crate
Chest

***ITEMS***
Plate x2
Fork x2
Knife x2
Spoon x2
Goblet x5
Bottle x8
Small Kwama Egg x5
Vase
Blue Clay Pot x3
Yellow Glass Bowl
Large Redware Bowl x3
Peach Glass Pot x2
Redware Bowl
Peach Glass Bowl
Jug
Flask x3
Pitcher x2
Folded Cloth x2
Pillow x2
Common Pants
Gold x16
Glass Lantern

43) Another empty house, so loot away. Offload when done, then head 
into the Eastern Guard Tower.

Balmora-Eastern Guard Tower
o======================================================================o
***CONTAINERS***
Chest
Closet
Sack x2
Urn x2

***ITEMS***
Pillow x2
Sword of White Woe
Iron Longsword x2
Iron Dagger x2
Steel Staff x2
Chitin Short Bow
Chitin War Axe
Chitin Shortsword
Iron Warhammer
Folded Cloth x2
Tankard x7
Bottle x6
Bowl x5
Beaker
Candle
Basket
Jug
Pitcher
Goblet
Blue Glass Pot
Blue Clay Pot
Green Pot
Ceramic Bowl x2
Peach Glass Pot x4
Redware Pot x4
Decorative Bowl
Platter
Cup x4

***SKILL INCREASES***
Armorer x1
Acrobatics x1

44) Start at the top. The big prize is the Sword of White Woe atop the 
Closet. I prefer the Ebony Longsword, however. One level down, get the 
weapons off the wall. Head to the bottom level and loot there, too. A 
lot of the gear is damaged, so repair everything before selling it off. 
Armorer should increase to 25 during these repairs. Acrobatics should 
increase to 100 around now as well. Accordingly, you should start 
running everywhere, waiting 1 hour to recharge Fatigue as needed. 
Offload when finished, then head to Caius Cosades' House. It's finally 
time.

Balmora-Caius Cosades' House
o======================================================================o
***NPCs***
Caius Cosades

***CONTAINERS***
Small Chest
Sack x2

***ITEMS***
A Short History of Morrowind
Moon Sugar x6
Bottle x4
Basket
Common Shirt
Redware Pot
Redware Bowl
Bamboo Candlestick
Apprentice's Probe x3
Journeyman's Probe
Goblet x2
Plate
Fork
Knife
Bucket
Blue Glass Pot
Glass Lantern
Pillow
Good Skooma Pipe
Spoon
The War of the First Council
On Morrowind

***FACTIONS***
Blades: Novice

***QUESTS***
Main: Antabolis Informant

45) Speak with Caius Cosades and exhaust all dialogue. Handing in the 
package will finally complete the quest, and he will induct you into 
the Blades and send you on another quest. Exhaust all dialogue for 
directions to some trainers and a copy of A Short History of Morrowind. 
The Blades don't work like an ordinary faction, so don't worry about 
advancement. Pickpocket Caius for 5 Moon Sugar, then stealthily loot 
his house. Pick the lock on the Small Chest, and disarm the trap on the 
Chest even though we can't open it yet. When done, run over to the 
Guild of Fighters to speak with Hasphat Antabolis, who will direct you 
to Arkngthand. Exhaust all dialogue for a copy of On Morrowind. The 
Main Quest is once again on hold. Offload your stuff (Ajira will buy 
the Good Skooma Pipe) and head to Vorar Helas' house, just south of 
Caius.

Balmora-Vorar Helas' House
o======================================================================o
***NPCs***
Vorar Helas

***CONTAINERS***
Basket x2
Sack x4
Cloth Sack

***ITEMS***
Blue Clay Pot
Bowl x2
Blue Glass Pot x2
Peach Glass Pot x3
Redware Pot x3
Ceramic Bowl x2
Cup x2
Platter
Green Pot x2
Decorative Bowl
Candle x4
Basket
Dwemer Tube
Pillow
Bottle x6
Pitcher
Folded Cloth x2
Goblet x2
Jug

46) Begin by speaking to Vorar Helas. Exhaust all dialogue. He factors 
into a quest later, so just pickpocket him for some gold. Loot his 
house from stealth. Go offload when done, then enter Tyermaillin's 
House to the south.

Balmora-Tyermaillin's House
o======================================================================o
***NPCs***
Tyermaillin

***CONTAINERS***
Cloth Sack x2
Basket x3

***ITEMS***
Common Robe
Common Shoes
Pitcher x2
Green Glass
Pillow x2
Glass Lantern
Redware Pot x6
Folded Cloth
Plate
Fork
Spoon
Knife
Bottle
Goblet x8
Jug
Large Redware Bowl x2
Green Pot
Yellow Glass Bowl
Blue Clay Pot
Bowl
Clay Pot
Redware Bowl x3

***SPELLS***
Heavy Burden
Great Burden of Sin
Crushing Burden Touch
Ulms' Juicedaw's Feather
Tinur's Hoptoad
Sixth Barrier
Sotha's Mirror
Vivec's Feast
Seryn's Blessing

47) Speak to Tyermaillin, exhaust all dialogue, Admire his Disposition 
to 90+, and buy all of his spells. Next, Taunt and kill him. Loot, 
repair, and rest when done. Now loot the house. Offload, and head to 
Rithleen's House on the second floor.

Balmora-Rithleen's House
o======================================================================o
***NPCs***
Rithleen

***CONTAINERS***
Basket x2
Sack x6

***ITEMS***
Iron Broadsword
Bonemold Boots
Bonemold Cuirass
Bonemold Greaves
Bonemold Left Pauldron
Bonemold Right Pauldron
Peach Glass Pot x4
Blue Glass Pot x2
Blue Clay Pot x2
Bowl x2
Redware Pot x4
Ceramic Bowl x3
Decorative Bowl
Green Pot
Platter
Cup x2
Tankard x2
Bottle x3
Yellow Glass
Pitcher
Ceramic Candlestick
Pillow

***SKILL INCREASES***
Speechcraft x1
Athletics x1

48) Speak to Rithleen and exhaust all dialogue. Taunt and kill her. 
Speechcraft should increase to 28 while Taunting her. Loot, repair, and 
rest, then loot her house. Skip the skill book for now-Block is a 
factor later. Do pick the level 15 lock on the Chest. Offload when 
done, then enter the final place to explore in Balmora-Astius 
Hanotepelus' House. Athletics should increase to 18 around now.

Balmora-Astius Hanotepelus' House
o======================================================================o
***NPCs***
Astius Hanotepelus

***CONTAINERS***
Sack x4
Urn x2
Small Chest
Chest

***ITEMS***
Common Shirt
Common Pants
Common Shoes
Blue Clay Pot
Bottle x14
Blue Glass Pot x2
Tankard x6
Redware Pot x4
Peach Glass Pot x6
Ceramic Bowl x7
Cup x4
Bowl
Platter
Green Pot x3
Goblet x6
Pillow
Brass Candlestick x2
Green Glass x3
Folded Cloth x2
Pitcher
Sujamma
Jug

***SKILL INCREASES***
Medium Armor x1

49) Speak to Astius, exhaust all dialogue, Taunt, and kill him. Medium 
Armor should increase to 33 while fighting him, raising armor rating to 
25. Loot, repair, and rest, then loot this final house. Pick the level 
15 lock on the Small Chest and the level 10 lock on the Chest. Offload 
when done. Yahoo! Head to Hlaalo Manor now for some Alchemy. Yep.

Balmora-Hlaalo Manor
o======================================================================o
***SKILL INCREASES***
Alchemy x25

50) Get your Grandmaster's Mortar and Pestle, Master's Alembic, 
Master's Calcinator, Master's Retort, and all the ingredients you've 
gathered in Balmora. That's a lot! Make potions just like we have 
before, except we no longer need to hold or prioritize making the 
Water Breathing and Levitate effects. This means we start by chaining 
Fortify Intelligence (Ash Yam, Bloat, Horker Tusk, Netch Leather), then 
making and stashing Restore Magicka (Adamanitum Ore, Belladonna 
Berries, Comberry, Daedra's Heart, Frost Salts, Heartwood, Void Salts), 
Restore Endurance (Gravedust, Horn Lily Bulb, Timsa-Come-By 
Flowers, Scales), Restore Luck (Crab Meat, Hackle-Lo Leaf, Kresh 
Fiber), Restore Strength (Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp 
Skin, Stoneflower Petals), Restore Agility (Bonemeal, Noble Sedge 
Flowers, Scrib Cabbage, Sload Soap), Restore Speed (Meadow Rye, 
Nirthfly Stalks, Raw Ebony, Resin), Restore Willpower (Meteor Slime, 
Scathecraw, Scrib Jelly, Trama Root), Restore Intelligence (Bittergreen 
Petals, Ruby, Scrap Metal, Wolfsbane Petals), Restore Personality (Guar 
Hide, Heather, Scamp Skin), Cure Blight Disease (Ash Salts, Meteor 
Slime, Scrib Jelly), Cure Common Disease (Chokeweed, Daedra Skin, 
Gravedust, Green Lichen, Muck, Red Lichen, Willow Anther), Restore 
Health (Corkbulb Root, Corprus Weepings, Emerald, Marshmerrow, Raw 
Stalhrim, Resin, Saltrice, Sweetpulp, Wickwheat), and Cure Paralyzation 
(Corkbulb Root, Netch Leather, Scamp Skin, Willow Anther). After 
Fortify Intelligence and Restore Magicka, stash all remaining 
ingredients. Stop chaining Fortify Intelligence when it hits 490-at 46 
Alchemy and 58 Luck, that's enough to guarantee success in potion 
crafting. After Cure Paralyzation, just make the maximum quantity of 
anything you can out of everything you have left. In this session, my 
Alchemy increased 25 ranks to 71. Offload when done. To prepare for our 
next outing, bring at least 5 repair tools, any Scrolls of Fphyggi's 
Gem Feeder and an empty soul gem, all Restore Magicka potions (there 
should be 15), and 15 Restore Health potions. Make a quick stop at the 
Guild of Mages.

Balmora-Guild of Mages
o======================================================================o

51) Since we have a nice stock of Restore Magicka potions (each one is 
more than enough to completely refill our Magicka), it's prudent to do 
a little Destruction and Alteration training over the next sequence. 
Visit Estirdalin (or any other spellmaker) to create a couple of 
training spells. Here's what I'd do:

Destruction Training Cantrip: Damage Fatigue 1 pt to 1 pt on Touch
Alteration Training Cantrip: Feather 1 pt to 1 pt on Self

Start with Destruction, and just spam cast it as you move around. When 
the Magicka bar is empty, quaff a potion. Easy, right? We'll make new 
spells for power when our skills are up to snuff. For now, head 
outside, and go to Balmora's south gate. Time for some exploring. Do 
save scum to avoid wasted Magicka.

o======================================================================o
|								       |
|			Balmora	Wilderness			       |
|								       |
o======================================================================o
Sequence of Events:						{WLK005}
		1) A Falling Wizard
		2) Samarys Ancestral Tomb
		3) To The Unexplored Shipwreck
		4) Unexplored Shipwreck
		5) To Zainsipilu
		6) Zainsipilu
		7) Escorting Nevrasa Dralor
		8) Lleran Ancestral Tomb
		9) Ulummusa
		10) Adanumuran
		11) Shurdan-Raplay Egg Mine
		12) Vassir-Didanat Cave
		13) Tharys Ancestral Tomb
		14) Andrethi Ancestral Tomb
		15) Zanabi
		16) Shrine of Boethiah
		17) Arrille's Tradehouse Storage
		18) Moonmoth Legion Fort
		19) Prison Towers
		20) Fort Moonmoth Interior
		21) Balmora Lockpicking
		22) Larrius Varro's Little Bloodbath
		23) Fjol the Outlaw
		24) Grytewake
		25) Heran Ancestral Tomb
		26) The Corpse and the Skooma Pipe
		27) Alchemy Session IV

Odai River
o======================================================================o
***CONTAINERS***
Willow Flower x2
Heather x34
Gold Kanet x2
Corkbulb x8
Comberry
Luminous Russula x8
Slough Fern x3
Violet Coprinus x6
Draggle-Tail (pod) x2
Draggle-Tail (flower)
Hypha Facia x3
Bungler's Bane x4

***ITEMS***
Iron Sparksword
Colovian Fur Helm
Extravagant Robe
Extravagant Shoes
Scroll of Icarian Flight x3
Journal of Tarhiel
Firebite Dagger
Gold x50

***SKILL INCREASES***
Destruction x13
Medium Armor x6
Unarmored x1
Athletics x1

1) Follow the river south, sticking to the west bank for now. 
Destruction should increase to 20 if you're spamming your cantrip. The 
river will curve to the west-keep following it. On your right, find two 
Gold Kanet, two Willow Flower, and two Heather. Ignore the path to the 
tomb for now, but do get a Corkbulb, two more Heather, and a Comberry. 
There should also be a critter here-deal with it, loot, repair, and 
rest. I had a Scrib, and as a bonus, his paralyze spells refilled my 
Magicka for me. Soultrap the critter if you can, using what should be 
your last scroll, then keep moving. Find another Heather and another 
Corkbulb on the right. Even farther ahead, there's another Corkbulb on 
the left, as well as another critter (I had another Scrib). Deal with 
the critter, loot, repair, and rest. Medium Armor should increase to 34 
during this fight. Straight ahead and to the right, find two more 
Corkbulb and a whopping 16 more Heather. Ignore the guys to the right 
and keep tracking the river to find six more Heather on the left and 
another Corkbulb at the path to a mine. Skip the bridge and keep 
following the river, finding seven more Heather on the left. Follow the 
river to find another Corkbulb on the right, followed by another 
Corkbulb at the base of a path you should ignore in favor of following 
the river. Destruction should increase to 21 about now. Soon, you'll 
cross into the Bitter Coast. Keep going until you reach a bridge. There 
will likely be a critter here-I had a Cliff Racer. Handle it, loot, 
repair, rest, and continue by crossing the bridge and following the 
path east along the coast. Around the time you reach the signpost, 
Destruction should hit 22 and you should find another critter (a 
Diseased Rat for me). Deal with it, loot, repair, rest, and continue, 
tracking the sign back toward Seyda Neen. Uphill to the right (south) 
should be another critter-I had a Kwama Forager. Deal with it as usual, 
and Medium Armor should hit 35, raising armor rating to 26 and 
triggering the level-up message. Loot, repair, and rest...

***LEVEL UP***
Level 10
+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: 100 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: 25 Armorer, 18 Athletics, 15 Enchant, 22 Destruction, 
10 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 27 Unarmored, 
23 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 
10 Marksman, 28 Speechcraft, 10 Hand-to-hand
Derived Attributes: 108 Health, 225 Magicka, 250 Fatigue

Outstanding. Keep going, hugging the hills to your right. As you 
approach the final tar pit, you'll probably get attacked again-I had a 
Kwama Forager. Handle it. Pass a cave entrance to the left and continue 
toward this canyon's east end, fighting another critter on the way (in 
my game, a Scrib, and another free Magicka refill). Kill, loot, repair, 
and rest. There will be another critter right before the canyon crests
at the top of the hill-I had a Bull Netch, so my Magicka refilled 
again. Handle it, per the usual routine. Destruction should increase to 
23 if you're faithfully spamming the cantrip. As you reach another 
signpost, you should realize we've reached familiar territory, and 
Destruction should increase to 24. Deal with a critter to the left-I 
had a Scrib. Medium Armor should increase to 36, raising armor rating 
to 27. While you're letting weak critters chew on you, keep spamming 
your cantrip. Destruction should increase to 25 during this fight. 
Follow the path east, and a shrieking elf will fall from the sky. Loot 
Tarhiel's corpse, making sure to grab his journal. Head northwest up 
the hill for two Luminous Russula at the base of a tree, along with 
three Bungler's Bane and two Hypha Facia on the trunk. Southeast now 
for three more Russula and a Slough Fern near a rock. East along the 
road are three more Russula, and the point where we cross into already 
explored territory. Nice! Do continue a bit east, where there are two 
muck ponds. Check the tree stump at the east end of the east pond for a 
Firebite Dagger and 50 gold. Destruction should increase to 26 about 
now. Fight a critter between the two ponds (I had a Mudcrab). Unarmored 
should increase to 28 about now (if you wonder how this is happening, 
it's because our shield slot is empty). Destruction should also 
increase to 27 during this fight. There should be another critter in 
the western pond (I had a Diseased Rat). You know what to do. Medium 
Armor should increase to 37 during this fight, raising armor rating to 
28. Search that western pond now for five Violet Coprinus, two 
Draggle-Tail pods, and a Draggle-Tail flower. North from here, find a 
Hypha Facia and a Bungler's Bane on a tree. Athletics should hit 19 
about now. Farther north should be another critter (I had a Nix-Hound). 
Handle it like usual. Destruction should increase to 28 during the 
fight. Loot, repair, and rest, then search this little clearing 
clockwise for a Slough Fern, three Luminous Russula, a Violet Coprinus, 
and another Slough Fern. Head back toward the road now, but hug the 
hill to the east as you do to fight another critter (for me, another 
Nix-Hound). Destruction should hit 29 during this fight. Loot, repair, 
and rest. Keep hugging the hill until you get back to the road, then 
cross it while continuing to hug the hill. Just across the road should 
be a critter-I had a Bull Netch. Do what we do. Medium Armor should 
increase to 38 during the fight, raising armor rating to 29. Continue 
west to find another critter (I had a Scrib) near some rocks on the 
hillside. Destruction should increase two ranks to 31 during this 
fight. Continue west, hugging the hills, and you'll probably get 
attacked as you approach the tomb (I had a Diseased Cliff Racer). 
Handle whatever's here. At the tomb door, I had another Diseased Cliff 
Racer. Destruction should hit 32 during this fight, and Medium Armor 
should hit 39. When all is said and done, enter Samarys Ancestral Tomb. 

Samarys Ancestral Tomb
o======================================================================o
***CONTAINERS***
Urn x13
Small Chest
Chest
Urn labeled "Lord Brinne"

***ITEMS***
Scroll of Telvin's Courage
Hypha Facia
Kresh Fiber
Scroll of Hellfire
Bargain Fortify Health Potion

***SKILL INCREASES***
Destruction x11
Security x1
Medium Armor x2
Armorer x1

***ARTIFACTS***
Mentor's Ring

2) Head down the ramp. On the other side of this door are two random 
undead, and two others that wander in and out. Do your best to fight 
them one at a time. I had a Greater Bonewalker, a Skeleton Champion, 
and two Skeleton Warriors, so my Steel Spear was just fine. Loot and 
repair-you can't rest, so quaff one of our Restore Health potions 
between battles. The Greater Bonewalker can be used to refill 
Magicka-just do NOT accidentally let one of the curses hit. When all 
four are down, loot this hallway. Round the corner into another room, 
and loot it as well. The final undead is beyond the next door. I had a 
Bonelord, so Destruction magic was needed-Fireball still works just 
fine. Rest and repair once the final undead is down and looted, then 
loot the final room. Destruction should increase to 33 if you're still 
spamming the cantrip. Pick the level 20 lock on the chest, and disarm 
the trap on the urn labeled "Lord Brinne." This should increase 
Security to 24. Get our first Artifact out of the urn, Mentor's Ring. 
This thing is definitely worth wearing in place of our Extravagant 
Ring, as it has Constant Effects of Fortify Intelligence and Fortify 
Willpower. Cool. Don't worry about the Ashes of Lord Brinne. They might 
seem important, but they aren't.

Time to return to Balmora, the way we came. I had a Mudcrab as I exited 
the tomb. Destruction should increase to 34 during this fight. 
Destruction should hit 35 around the time you transition out of the 
swamp back on the road. Near the cave entrance to Zainsipilu, I had a 
Kwama Forager. Medium Armor should hit 40 during this fight, raising 
armor rating to 30, and Destruction should also increase to 36. Deeper 
in the canyon, I encountered a Rat. In repairing after that fight, 
Armorer should increase to 26. A little farther yet, I ran into a 
Scrib. Destruction should hit 37 during this fight. As you head past 
the tar pits, Destruction should hit 38. As I reached the river again, 
I found a Bull Netch. Medium Armor should hit 41 during this fight, 
raising armor rating to 31. Destruction should hit 39 shortly after 
crossing the bridge back over the Odai River. Destruction should hit 40 
around the time you pass Shulk Egg Mine heading north. This is also 
where I finally had to drink my first Restore Magicka potion. Make 
absolutely sure you're spamming the cantrip when you do drink a potion. 
It will endure way past what is necessary to completely restore our 
Magicka, and we want to maximize our benefit. Just as I rounded the 
corner and the Silt Strider came into view, I ran into a Blighted 
Scrib, my first Blight creature. Protocol doesn't change, of course, 
but be aware that they are several levels higher than their Diseased 
and ordinary counterparts. If you get infected with a Blight disease, 
don't panic-you should have potions stashed away, and we're almost 
home. Destruction should hit 41 right when you enter the city gates. 
Back in Balmora, rest if needed, then grab some Marksman weapons. I am 
bringing all of my Chitin Throwing Stars, my Chitin Short Bow, and all 
Chitin Arrows, and leaving the Steel Spear behind. Offload, then return 
to the south gate. Destruction should hit 42 somewhere in Caldera 
during the offload, and 43 around the time we hit the south gate.

Odai River
o======================================================================o
***CONTAINERS***
Wooden Barrel x3
Large Chest
Luminous Russula x6
Cloth Sack
Bungler's Bane x3
Hypha Facia x2
Violet Coprinus

***ITEMS***
Bucket
Bottle

***SKILL INCREASES***
Destruction x5
Marksman x2
Medium Armor x2
Athletics x1

3) As we switch gears to killing things with Marksman weapons, I 
suggest you save scum to avoid wasted ammunition. Also note that there 
is no attack type variance, so don't worry about choosing weak attacks 
for skill gain or strong ones for tough monsters. Burn through the 
Chitin Throwing Stars first. Follow the same route we took last time. 
My first encounter was with a Diseased Rat, right where I fought the 
Blighted Scrib in the last trip. Rest when you need, but note that no 
repairs will be needed until you switch to the bow. Keep going all the 
way to where we crossed the river last time. Destruction should hit 44 
around when the terrain switches to the ash waste. When you reach the 
bridge, don't cross, but keep following the river south instead. As the 
terrain switches back to swamp, look left-there should be a path on the 
other side of the river. Before crossing, deal with any critters on 
this side-I had two Mudcrabs and a Bull Netch. Destruction should hit 45 
while fighting the Mudcrab. Marksman should increase to 11 during the 
Bull Netch battle, which happened between the Mudcrabs for me. This 
should also exhaust your Throwing Stars, so switch to the bow & arrow. 
Medium Armor should also increase to 42 during that fight, raising 
armor rating to 32. Between battles, I was attacked by a Cliff Racer, 
who should be dealt with according to protocol. After that, deal with 
the second Mudcrab. Destruction should increase to 46 during that 
fight. Cross the river and follow it south, stopping to fight a third 
Mudcrab along the way. I had to use my second Restore Magicka potion 
here. Destruction should increase to 47 during this fight, and Marksman 
should increase to 12. A little farther south, you'll find the 
shipwreck that is our destination. First, however, pass it by and 
continue following the coast. There is some loot on the ground (a 
Bucket and a Wooden Barrel), and some more a little way into the water. 
First, however, deal with a Cliff Racer. Destruction should increase to 
48, Medium Armor should increase to 43, and Unarmored should increase 
to 29 during this fight. Finish looting the vicinity now, and continue 
east along the coast. Find two Luminous Russula near a tree on the 
left, then engage a Diseased Cliff Racer. Once done, continue east 
along the coast until you find a tree stump to your left. Check inside 
for a Cloth Sack full of gold. Continuing along the coast, you can find 
three Bungler's Bane, two Hypha Facia, a Violet Coprinus, and two 
Luminous Russula at a tree stump to your left. Further along, 
Destruction should hit 49 as you find two more Russula on the right. 
With that, you should run out of coast to explore, so turn around and 
return to the Unexplored Shipwreck. Athletics should hit 20 about now, 
and there should be a Bull Netch hovering near the wreck. Handle it. 
There are two entrances to the Unexplored Shipwreck. Let's start with 
the cabin. Go inside.

Unexplored Shipwreck
o======================================================================o
***CONTAINERS***
Floating Barrel
Crate x3
Barrel
Small Chest
Corpse

***ITEMS***
Bottle
Bucket
Jug

***SKILL INCREASES***
Destruction x6
Marksman x1

4) The cabin has almost nothing. Loot what's here and return outside. 
Head to the trapdoor and enter the Upper Level. Not much here either, 
but the loot is easy to see. A Crate near the door to the Lower Level 
should have some Moon Sugar in it, and Destruction should hit 50 around 
now. Head for the Lower Level. There's one Crate beneath the water, but 
the goodies are at the dry end. A Crate of Ash Statues and a Small 
Chest of Diamonds make this worthwhile, at least relative to our first 
Shipwreck. Time to trek back to Balmora. I had to fight a Diseased 
Cliff Racer upon exit. Marksman should increase to 13 during this 
fight. Another Mudcrab will attack when you cross to the west river 
bank. Destruction should increase to 51 during this battle, and Medium 
Armor should increase to 44, raising armor rating to 33. I had two Bull 
Netch near the west end of the bridge-handle both. Destruction should 
hit 52 during the second battle. Destruction should hit 53 as you 
approach the second bridge. Once back in Balmora, Destruction should 
hit 54. Head to Hlaalo Manor. In addition to dropping off all 
ingredients, soul gems, and the like, grab the stack of 70 Iron 
Throwing Knives and unequip (but keep) all of your Medium Armor. This 
will drop our armor rating to 5. Make sure you have 5 repair hammers-I 
needed to grab a couple. Now, go offload. You should exhaust your 
Magicka during the offload, using a third potion. Destruction should 
hit 55 as your Magicka is refilling. Head back to the south gate yet 
again.

Odai River
o======================================================================o
***SKILL INCREASES***
Marksman x2
Destruction x3

5) Retrace the route once again. We know where Zainsipilu is-the cave 
near the tar pits on the way to Seyda Neen. Head there. At the bend in 
the river, I had both a Diseased Scrib and a Bull Netch. Tackling the 
Scrib first, Marksman increased to 14. Destruction should increase two 
ranks, to 57, during the second fight, with the Bull Netch. Destruction 
should hit 58 about the time you pass the Shulk Egg Mine. After 
crossing the bridge, near the signpost, there should be another 
critter. I had a Scrib. Handle it, then move on. Destruction should hit 
59 as you move through the tar pits, and there should be a few critters 
near Zainsipilu. I had a Betty Netch, a Bull Netch, and a Diseased 
Scrib. Handle all comers. The Betty was still able to one-shot me 
without armor on. Marksman should increase to 15 during the fight. I 
tackled my Diseased Scrib next, then my Bull Netch. When all is said 
and done, enter Zainsipilu.

Zainsipilu
o======================================================================o
***CONTAINERS***
Barrel x16
Crate x19
Worn Chest x5

***ITEMS***
Steel Broadsword x2
Netch Leather Boots x4
Netch Leather Greaves x3
Netch Leather Cuirass
Common Pants x8
Common Shirt x8
Steel Shortsword
Boiled Netch Leather Cuirass
Common Shoes x4
Journeyman's Lockpick x2
Apprentice's Probe
Iron Battle Axe
Netch Leather Left Gauntlet
Netch Leather Right Gauntlet
Nordic Battle Axe
Zainsipilu Slave Key
Steel Battle Axe
Chitin Cuirass x2
Torch x12
Iron Boots
Iron Greaves
Iron Cuirass
Thief Ring
Steel Dagger
Apprentice's Lockpick x2
Long Bow
Chitin Arrow x~37
Chitin Boots
Glass Lantern x5
Sujamma
Goblet x3
The Locked Room
Brass Candlestick

***SKILL INCREASES***
Marksman x8
Destruction x20
Athletics x3
Security x1
Medium Armor x1
Unarmored x3

6) The moment you enter, you'll see Nistacey down below you. Head down 
the ramp to engage him (if you shoot from here, you'll crit and get 
less Marksman experience). He'll be quite tough to shoot down, 
especially without getting killed. A good trick is retreating to the 
door-he seems to get confused at the bottom of the ramp, running back 
and forth instead of coming at you. That, mixed with some save 
scumming, will allow you to take him down with low Marksman. Marksman 
should increase to 16 while fighting him. Repair and rest once he's 
down, then advance into the cave. It will turn to the right, then to 
the left. Around that second turn is Fervas Reloro, who will also be 
quite difficult to handle. Fortunately, he has the same difficulty with 
ramps. Loot, rest, and repair. Rounding the corner will attract the 
third bandit, Aranwen. Same idea. Loot, rest, and repair once she's 
down. Be careful at the T-junction, as you can attract two bandits if 
you aren't careful. Try to start with Snadir, the Nord to the left. 
Marksman should increase to 17 during this fight. Once he's down, loot, 
rest, and repair. Note that he has the Slave Key for this place, which 
we do need. I suggest dropping excess stuff at the entrance before 
heading to the room Snadir came from. Disarm the trap and pick the lock 
on the slave pen, then speak to and free the five slaves. This is 12 
total, of the 20 needed to access the Twin Lamps quests. With that 
done, head up the stairs in here. You'll spot a structure at the end of 
the next tunnel, and our fifth bandit, Agrob gra-Bogharz, is on top of 
it. She's easily handled if you get under the platform, as she'll get 
stuck on the columns and you can shoot her at will. Deal with her, then 
loot, rest, and repair before climbing the stairs and looting the 
platform. Note that the last three bandits have all been capable of 
one-shotting me, so there's no Unarmored gain happening. Marksman, 
however, should increase to 18 while fighting Agrob. There is usually 
some good stuff in the crates, but it's randomized. I did find an empty
Greater Soul Gem and a Scroll of Fphyggi's Gem-Feeder. If you take the 
next stairs, you'll find the leader, Maros Gimayn. I suggest saving him 
for last, and instead backtracking-first to the entrance to drop excess 
loot, then turning right at the T-junction near the slave pen. As you 
step onto the bridge, the sixth bandit, Lurius Lalelius, will attack 
you. You can probably take one hit from him, so do so before you finish 
shooting him down. I ran out of Chitin Arrows during this fight-switch 
to the Iron Throwing Knives I had you bring when it happens to you. 
Marksman should hit 19 during this fight. Loot, rest, and repair when 
done. Cross the bridge, and note the steps down into the water. Dive 
down and check near the plants for a Thief Ring, then advance to the 
next room. There's a lot of loot in Lurius' room-shuttle back to the 
entrance as needed. Destruction should increase two ranks to 61 while 
shuttling loot to the entrance, and you should require another Magicka 
potion. I have 11 left now. When done, head back to where Maros is and 
engage him. Athletics should hit 21 about now. Marksman should hit 20 
while fighting Maros, at which point you should put your Medium Armor 
back on and finish him off with Destruction magic (I'd use Poison or 
Spark, doesn't matter which). When done, loot, rest, and repair. 
Advance into the room he came from, loot it, and spy our final bandit, 
Darvala Romothran, across one last bridge. Take as many hits as you can 
before killing her with Destruction magic. I'd roll with Poisonous 
Touch this time. Once done, loot, rest, and repair, then loot the 
bridge and the final room across it. Read the skill book to raise 
Security to 25. Pick the level 5 lock on the Worn Chest. Don't miss the 
last hoard below the platform, with one level 8 lock to pick. Head to 
the entrance, and Destruction should hit 62 along the way. Load 
everything up, and transition outside. Time to haul it all to Balmora. 
Drop stuff outside until you can move, then try to make all your trips 
in one game session (so nothing respawns). On the first trip, try to 
drop to 350 so you can pick up parts from any critters you kill. At the 
exit, I had a Scrib. Kill it with Poisonous Touch after letting it chew 
on you, and don't forget to spam the Destruction cantrip. For Scribs 
and Bull Netch, don't forget that they can replenish your Magicka, 
either. When the first critter drops, rest, repair, and move on. I had 
a Rat very close to Zainsipilu. Same idea. Medium Armor should increase 
to 45 during this fight, briefly raising armor rating to 34 before 
you should unequip all of your Medium Armor. Destruction should 
increase to 63 during this fight. When it's over, rest...

***LEVEL UP***
Level 11
+5 Endurance, +5 Agility, +1 Luck
Attributes: 75 Strength, 50 Intelligence, 40 Willpower, 45 Agility, 
30 Speed, 100 Endurance, 40 Personality, 60 Luck
Major Skills: 100 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: 26 Armorer, 21 Athletics, 15 Enchant, 63 Destruction, 
10 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 29 Unarmored, 
25 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 
20 Marksman, 28 Speechcraft, 10 Hand-to-hand
Derived Attributes: 118 Health, 225 Magicka, 260 Fatigue

Outstanding. Now, I suggest starting a fight by shooting one shot with 
the bow (so we can repair it and keep increasing Armorer) before 
switching to our Throwing Knives. Keep running, and keep spamming the 
Destruction cantrip, and keep that armor off. Head back toward Balmora. 
There should be a third critter when you approach the river-I had a 
Bull Netch. Kill it as described above, remembering to take hits if you 
can. Rest, repair, and move on when done. Destruction should hit 64 
around the transition out of the ash waste. There should be another 
critter as you pass the tomb on the left-I had a Betty Netch. Deal with 
it. Marksman should increase to 21 during this fight. Past that, as 
Balmora comes into view, should be another critter-I had a Kwama 
Forager. Deal with it as well. You should exhaust your Magicka during 
this fight. I had 10 potions left after refilling it. Destruction 
should increase to 65 during this fight. Rest and repair, then go back 
to Balmora. Drop anything that needs to be stashed at the door to 
Hlaalo Manor-your Medium Armor, all ingredients, soul gems, thief 
tools, Scrolls of Fphyggi's Gem Feeder, and the Thief Ring. Anything 
else, that's just getting sold off, should be dropped at the door to 
the Guild of Mages. Now head back and forth as many times as needed to 
get all the stuff. As long as you don't leave the exterior cell or the 
game, nothing should respawn. Destruction should hit 66 at about Shulk 
Egg Mine on the first return trip to Zainsipilu. Despite my efforts, I 
had a critter at the signpost in the ash wastes-a Nix-Hound. Handle it. 
Unarmored should increase to 30 during this fight, and Destruction 
should hit 67 shortly thereafter. I had respawns at Zainsipilu as well; 
a Diseased Scrib and a Kwama Forager. Handle both. Marksman should 
increase to 22 during the second fight. Grab a second load of loot and 
start the journey back. Destruction should hit 68 shortly after leaving 
Zainsipilu for the second time. I had to quaff a Magicka potion at 
about Shulk Egg Mine-9 to go. Destruction should hit 69 at about the 
same time. Once you reach Balmora, do the same as before regarding 
dropping stuff off, then set out again. Destruction should hit 70 
shortly after this departure. I had a Scrib respawn on me on the way 
out as well, which needs to be handled. Once done, keep moving. 
Athletics should hit 22 around the time you cross the bridge, and 
Destruction should hit 71. I had another respawn at the signpost-a Rat. 
Handle it. Unarmored should increase to 31 during the fight, raising 
armor rating to 6. At Zainsipilu, I had a Scrib, a Rat, and a Bull 
Netch. Handle your respawns. Destruction should hit 72 during the first 
fight, and Marksman should hit 23 during the third. Grab a third haul 
of loot, and start back toward Balmora again. Destruction should hit 73 
after you cross the bridge, and 74 after an uneventful run back to 
Balmora. Drop this load and head out one last time. I had to quaff a 
Magicka potion as I left, leaving me with 8. I had a respawned Kwama 
Forager shortly after the exit-handle it. Destruction should hit 75 
during this fight. Back at the ash waste signpost, I had a Scrib. 
Handle whatever it gives you. Unarmored should increase to 32 during 
this fight, and Destruction should increase to 76. At Zainsipilu, I had 
two Kwama Foragers and a Rat. Deal with your respawns. Destruction 
should hit 77 during the third fight. Rejoice when done, for you should 
now be able to pick up all remaining loot. Head back to Balmora. I had 
to quaff a potion at about Shulk Egg Mine-only 7 left. Destruction 
should hit 78 around the same time. Back in Balmora, make however many 
trips to Creeper/Verick as necessary to offload all the sale loot. I 
needed four trips. Destruction should increase two ranks to 80 during 
the process, and Athletics should increase to 23. When finished, head 
to Hlaalo Manor, bringing inside everything we need to stash. Leave 
behind all ingredients, all of your Medium Armor, your Thief Ring, and 
all thief tools save our current Master's Lockpick and our 
Grandmaster's Probe. Keep enough empty Petty Soul Gems to fill with all 
Scrolls of Fphyggi's Gem Feeder (I had 6), and stash the rest of your 
soul gems. Keep your Restore Health and Restore Magicka potions, your 
Chitin Short Bow, any Chitin Arrows, and any Iron Throwing Knives you 
still have. From the stash, get your Exquisite Shoes, Extravagant Left 
Glove, and Extravagant Right Glove, and equip them. Keep at least 5 
full-use repair hammers with you, as well as your current one. Finally, 
you should have over 500 Iron Arrows. Grab 200 of them to bring with 
you, as well as all Steel Darts, Steel Throwing Stars, and Steel 
Throwing Knives. Grab your Iron Club, too. Finally, this long step is 
complete. Return to the south gate.

Odai River
o======================================================================o
***NPCs***
Nevrasa Dralor
Maurrie Aurmine

***CONTAINERS***
Heather x33
Comberry x12
Corkbulb x20
Gold Kanet Flower x25
Stoneflower x9
Willow Flower x17
Black Anther Plant x14
Kreshweed x6
Chokeweed x3
Roobrush x2

***ITEMS***
Maurrie's Left Glove
Common Shirt
Common Shoes
Common Skirt

***SKILL INCREASES***
Unarmored x2
Destruction x8
Marksman x4

***QUESTS***
Misc.-To The Fields of Kummu
Misc.-The Beauty and the Bandit

***REWARDS***
Gold x150

7) Follow the same route again, but don't worry, we'll change it up. I 
did have a Kwama Forager just out the south gate, which should be dealt 
with (and soultrapped). Unarmored should hit 33 during this fight, 
raising armor rating to 7. I exhausted my Iron Throwing Knives here, 
and switched to Steel Throwing Knives. Approaching Shulk Egg Mine, I 
had to use another Magicka potion. 6 to go. When you reach the bridge 
across from Shulk Egg Mine, cross it. Follow the path on the other 
side, checking a Heather on the left and a Comberry on the right as 
Destruction increases to 81. On the left, find three more Heathers, two 
more Comberry, and a Corkbulb a bit off the track. A bit farther, find 
three Gold Kanet Flowers and two Stoneflowers. There should be a 
critter behind here-I had my first Kagouti. Marksman should increase to 
24 during this fight. Don't forget to soultrap. Skip the mine 
(Vassir-Didanat) you see back there for now, and instead keep to the 
path. To the left, find three more Heather and a Corkbulb. Further 
along, there's a Gold Kanet Flower and a Heather to the left, and 
another Heather to the right. Still farther along, find a Corkbulb on 
your right. Skip the Shurdan-Raplay Egg Mine to the right and keep 
going, finding three Willow Flowers on your left. Ahead, find a 
Corkbulb and four Heather on the right, and two Gold Kanet Flowers on 
the left. A bit farther, find a Corkbulb and Heather to the left and a 
Comberry to the right. Keep going for two Stoneflowers and a Willow 
Flower to the left, and a Corkbulb to the right. A bit more to find two 
Willow Flowers on the right. You should see an NPC ahead, but around 
here I get attacked by a Cliff Racer. Handle it, remembering to 
soultrap. I was actually barred from resting thanks to another Cliff 
Racer, so I quaff a Restore Health and repair my bow to prep for number 
two. I take some extra hits since the Restore Health is still active 
while he's attacking. In the end, he, of course, also gets soultrapped. 
On the left now are two Gold Kanet Flowers, two Black Anther Plants, 
and a Comberry. To the right, find three more Heather and a Corkbulb. 
Finally, speak to the NPC-this is Nevrasa Dralor. Exhaust all dialogue, 
and agree to escort her. Yes, Morrowind has escort quests. Keep moving
the way you were going, and you will probably be ambushed-I had a 
Diseased Cliff Racer. Deal with it, remembering to soultrap. Be wary of 
Nevrasa-she thinks she can hang with her fists, but she'll die very 
easily if it turns its attention to her. Marksman should increase to 25 
and Destruction to 82 during this fight. Proceed east when done. To 
your right is the Lleran Ancestral Tomb. Leave it for now, but do get 
the two Willow Flowers, two Black Anther Plants, and Gold Kanet Flower 
at the door, as well as the Comberry across the path. Further, I get 
attacked by another critter-a Kwama Forager. Handle it-I used my final 
Scroll of Fphyggi's Gem Feeder on it. Right where it attacked, on the 
right, find a Gold Kanet Flower, a Comberry, and four Heather. Across 
the path, find a Corkbulb. Now continue east. Farther along, find 
another Corkbulb on the right and three Heather on the left, followed 
by yet another Corkbulb on the right. Push ahead to a signpost and a T 
intersection to find two Gold Kanet Flowers and a Willow Flower on the 
right, and a Heather and a Corkbulb on the left at the signpost. Head 
left at the T junction and spot an NPC up ahead. This is Maurrie 
Aurmine. Exhaust all dialogue and agree to her quest-no escorting, 
don't worry. Destruction should hit 83 around now. Keep Maurrie's Left 
Glove with you for now-we'll handle her quest much later, when I head 
to Pelagiad. For now, continue past her to the north. You'll find a 
Corkbulb, a Heather, and two Gold Kanet Flowers on the left. At another 
intersection, there are four Willow Flowers and four Black Anther 
Plants on the right, plus a Comberry and a Corkbulb on the left. Skip 
the cave entrance to Adanumuran for now, and keep going east instead. 
You'll find two more Gold Kanet Flowers and a Heather on the right. 
Press on for two more Gold Kanet Flowers and two more Heathers on the 
left. Approach a signpost, and you'll probably see at least two 
critters on the right. I had a Nix-Hound and my first Wild Guar. Handle 
all comers. Unarmored should increase to 34 during the second fight. 
Advance to an intersection now, and find two Corkbulb and a Comberry 
around this point. I had a Bull Netch nearby-deal with whatever the 
game gives you. Marksman should increase to 26 during this fight. When 
done, follow the road to the southeast, keeping Lake Amaya on your 
right. Soon, you'll find two Gold Kanet Flowers, two Heathers, and a 
Corkbulb on the right. Across from them are two more Gold Kanet Flowers 
and two Stoneflowers. Keep moving to find two Black Anther Plants and 
two Heathers on the left. I got attacked by a Cliff Racer here. When 
done, I also had a Scrib nearby. Destruction should hit 84 during this 
fight. Nevrasa actually managed to punch it to death while I was trying 
to let it chew on me-go figure. Anyway, when done, keep moving to find 
a Corkbulb, a Comberry, and a Stoneflower on the left. Across from them 
are four Willow Flowers and four Black Anther Plants. Advance to find 
another Corkbulb on the left. Still farther, find another Corkbulb, a 
Comberry, and three Gold Kanet Flowers on the left. It's a bit farther 
to two Stoneflowers on the left, across from a Comberry and a Corkbulb. 
I had to quaff a Magicka potion here-5 to go. Approach the Fields of 
Kummu shrine at last, spotting one more Corkbulb on the left and three 
Willow Flowers at the shrine itself. I don't have any Muck to complete 
the pilgrimage just now, but Nevrasa should thank you and reward you 
with 150 gold. Destruction should increase to 85 around now. Of course, 
now that Nevrasa has no further purpose, I Taunt her and kill her. This 
fight exhausted my supply of Steel Throwing Knives, so I switched to 
Steel Darts. Run back to the last four-way intersection when done. 
There will be respawns-I had a Nix-Hound and a Scrib. Deal with them. 
Destruction should hit 86 during the second fight, and Unarmored should 
increase to 35. When done, head northwest into the gray canyon. There 
will be a critter here, too-I had a Rat. Handle it. Marksman should 
increase to 27 during this fight. This canyon is the Foyada Mamaea that 
several NPCs have mentioned in dialogue. Run forward to a signpost and 
a T-junction. There should be a critter nearby-I had a Diseased Scrib. 
Deal with it, then head right, to the northeast. It's a short distance 
to another signpost and intersection-take the left turn toward Balmora. 
Pass the Moonmoth Legion Fort on the right and search a Kreshweed, as 
Destruction hits 87. There's a Chokeweed ahead to the left, and another 
Kreshweed, another Chokeweed, and a Roobrush by the sign to the right. 
Ahead, there's a Kreshweed on the left, and another Kreshweed on the 
right with a Roobrush. Keep going to see another Kreshweed on the left, 
plus a Kreshweed and a Chokeweed on the right. You can see Balmora now. 
Head there, stopping to deal with a critter between the two stone 
bridges (I had a Diseased Scrib). When done, offload all the soul gems 
you filled and all ingredients gathered at Hlaalo Manor. Grab 10 Silver 
Arrows and your stack of Silver Throwing Stars, as well as your Silver 
Staff. Yep-we're headed to a tomb. Rest if needed, then sell off 
everything else. Head to the south gate, and follow the loop we just 
completed until you reach the Lleran Ancestral Tomb. Along the way, 
Destruction should hit 88 (just out of the Balmora gate) and you should 
deal with a critter as the path goes by Vassir-Didanat Cave (I had a 
Bull Netch). Enter the Lleran Ancestral Tomb.

Lleran Ancestral Tomb
o======================================================================o
***CONTAINERS***
Urn x6
Chest x2
Heather x2
Gold Kanet Flower x2
Comberry
Corkbulb

***ITEMS***
Kresh Fiber
The Thirty-Six Lessons of Vivec, Sermon Five
Guar Hide
Messenger Scroll
Scroll of Red Despair

***SKILL INCREASES***
Marksman x3
Destruction x5
Athletics x1
Blunt Weapon x5
Unarmored x1

8) There will be an undead below you immediately upon entry. I had a 
Bonelord-if yours also requires it, use a Silver Arrow and Silver 
Throwing Stars to kill it, mindful that it can refill your Magicka. It 
could still one-shot me, however. Repair once it's down. No resting, so 
quaff a Restore Health if needed. Down the ramp, find a hole in front 
of you, a level 50 lock on the left, and another ramp on the right. 
Pick the lock on the door, but take the ramp down to the right. Pass 
under the pit to find a Wooden Door. There's another undead beyond it. 
I had another Bonelord. Same routine. Marksman should increase to 28 
during this fight. Repair, quaff a health potion if needed, and loot 
this room when done. We don't want to read the book yet, but we also 
don't want to have to revisit a dungeon. You can get it into your 
inventory without reading it by opening the inventory screen, clicking 
on the book out in the world, and dropping it into your inventory. 
Ignore the key-we already unlocked the door. Speaking of which, head 
back and go through that door and the passage beyond. Go through the 
door and down the ramp, and pick the level 10 lock on this door. Beyond 
is the third and final undead-I had a Skeleton Champion, so my Chitin 
Arrow/Steel Dart combo was fine. This guy could also still one-shot me, 
so no Unarmored experience was had. Oh well. Marksman should increase 
to 29 during this fight. With that one down, you're free to rest, as 
well as repair. Loot the final room now. Destruction should hit 89 as 
you do. Nothing too special here after the Axe book. Go outside. 
Immediately on exit, I was attacked by my first Blighted Cliff Racer.
Yay. Handle it, but be aware that they are TOUGH at this level. When 
finished, head back the way we came. Athletics should increase to 24 
around now. There should be one other critter near Balmora's south 
gate-I had a Betty Netch. Deal with yours. This fight exhausted my 
supply of Steel Darts, so I switched to Steel Throwing Stars. Marksman 
should increase to 30 during this fight; when it does, switch to your 
Iron Club. Thrust with it to maximize experience gain. Destruction 
should increase to 90 during this fight as well. Drop all ingredients, 
all soul gems, your Silver weapons, and the Axe skill book at Hlaalo 
Manor. Rest if needed, and offload all other gear. Return to Balmora's 
south gate when done. Destruction should increase to 91 along the way. 
I had to use another Magicka potion here-four remain. Head back along 
the same route, all the way to Lleran Ancestral Tomb and past it. 
You'll probably have a critter right outside the gate-I had a Blighted 
Nix-Hound. Handle it. Blunt Weapon should increase to 31 during this 
fight. As you approach Lleran Ancestral Tomb, you will probably be 
attacked again-I had a Blighted Cliff Racer. Destruction should 
increase to 92 and Blunt Weapon should increase three ranks to 34 
during this fight. Past the tomb, find another critter-I had a Bull 
Netch. Unarmored should increase to 36 during this fight, raising armor 
rating to 8. When you reach the T-junction near Maurrie Aurmine, turn 
right this time. A bit off the path to the left are two Heather, two 
Gold Kanet Flowers, and a critter-I had a Kwama Forager. Blunt Weapon 
should increase to 35 and Destruction should increase to 93 during this 
fight. Still above the path, you can find a Comberry. Return to the 
path now and continue until it branches to the right. There should be 
another critter nearby-I had another Kwama Forager. Leave the branched 
path to the right for a Corkbulb, then follow it to the end and enter 
Ulummusa.

Ulummusa
o======================================================================o
***CONTAINERS***
Cloth Sack
Worn Chest
Crate x2
Chest

***ITEMS***
Iron Shortsword
Common Shirt x2
Common Shoes x2
Common Pants x2
Travel Lantern
Steel Warhammer
Nordic Fur Boots
Nordic Ringmail Cuirass
Belt of Northern Knuck Knuck
Common Ring
Cup x3
Gold x8
Iron Candlestick
Beluelle's Silver Bowl
Kagouti Hide x4

***SKILL INCREASES***
Blunt Weapon x5
Marksman x2
Destruction x6
Armorer x1
Unarmored x1

***QUESTS***
Misc.-The Silver Bowl

9) This bandit cave is much less of a task than Zainsipilu was. Head 
down the tunnel to be attacked by Terenu Uveran. Blunt Weapon should 
increase two ranks to 37 during this fight. You can rest if you retreat 
to the entrance. A little deeper in the cave, find the much tougher 
Godrod Hairy-Breeks. Blunt Weapon should increase two ranks to 39 
during this fight. When it hits 40, flee outside and rest for one 
hour...

***LEVEL UP***
Level 12
+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: 100 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: 26 Armorer, 24 Athletics, 15 Enchant, 93 Destruction, 
10 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 36 Unarmored, 
25 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 
30 Marksman, 28 Speechcraft, 10 Hand-to-hand
Derived Attributes: 128 Health, 225 Magicka, 270 Fatigue

Switch back to Marksman weapons, head back inside, and finish him off. 
Rest, repair, and loot their room. Pick up Beluelle's Silver Bowl to 
start a quest we'll deal with later. Pick the lock on the Worn Chest. 
Don't miss the Kagouti Hides inside the pot. Yep, pretty lame. Exit and 
return to Balmora the way we came. As you exit, there will be a critter 
to the left-I had a Diseased Kagouti. Near Lleran Tomb, I had two 
respawns-a Cliff Racer and a Nix-Hound. Marksman should increase to 31 
during the first fight, which also exhausted my Steel Throwing Stars. I 
switched to the Chitin Short Bow with a small supply of Chitin Arrows. 
Destruction should also increase to 94, and I had to burn another 
Magicka potion-3 left. Past the tomb, I got attacked again, this time 
by a Diseased Cliff Racer. Destruction should increase to 95 during 
this fight, and Armorer should increase to 27 when repairing the bow 
afterwards. Near Balmora, I had a Bull Netch and a Betty Netch. I 
fought the Bull first. This exhausted my Chitin Arrows, so I switched 
to my Iron stack. Destruction should increase two ranks to 97 during 
the second fight. I also had to quaff another Magicka potion, leaving 
me with two. At Hlaalo Manor, stash all soul gems, all ingredients, 
Maurrie's Left Glove, Beluelle's Silver Bowl, and the Belt of Northern 
Knuck Knuck. Take at least five repair hammers and at least 200 Iron 
Arrows with you. Head to the Morag Tong Guild, as we can now open the 
level 65 lock on the Chest there. Destruction should increase to 98 
along the way. Open that Chest, and stash the thief tools inside. Sell 
off everything else, then return to Balmora's south gate. Head east, 
toward Fort Moonmoth. I had a Bull Netch on the middle island. Pass 
Fort Moonmoth and turn right at the intersection. Turn left at the next 
intersection. Destruction should increase to 99 around now. You'll have 
a critter as you approach the terrain change-I had a Scrib. Unarmored 
should increase to 37 and Marksman should increase to 32 during this 
fight. Turn right at the next intersection, back toward Maurrie. There 
will be two critters near the intersection-I had a Nix-Hound and a 
Kagouti. A little ways down the path will be another-I had a Betty 
Netch. Afterwards, continue until you can turn right. Do so and enter 
Adanumuran.

Adanumuran
o======================================================================o
***CONTAINERS***
Crate x2
Rusted Chest
Chest x2
Wooden Barrel x2
Basket
Cloth Sack x2
Urn

***ITEMS***
Torch x3
Steel Claymore
Netch Leather Cuirass
Common Pants x5
Common Shirt x5
Common Shoes x5
Candle
Rat Meat x3
Large Redware Bowl x2
Chitin Shortsword
Common Skirt
Fat Lute
Chitin War Axe
Cloth Left Bracer
Cloth Right Bracer
Netch Leather Greaves
Common Belt
Pitcher
Bamboo Candlestick
Bottle x3
Ceramic Candlestick x2
Ash Yam x2
Plate
Mazte
The Thirty-Six Lessons of Vivec, Sermon Sixteen
Glass Lantern x2
Chitin Club
Netch Leather Left Gauntlet
Netch Leather Right Gauntlet
Bowl
Large Kwama Egg
Guarskin Drum
Drum
Bread

***SKILL INCREASES***
Destruction x1
Alteration x23
Athletics x1
Unarmored x3
Marksman x1
Security x1

10) Bigger than Ulummusa, but smaller than Zainsipilu (and closer to 
civilization). We have five bandits to handle, as well as some 
Nix-Hounds. Head down and disarm the trap on the Worn Cavern Door. Open 
that door, and a Nix-Hound should attack you. There's no space to rest, 
so quaff a Restore Health potion and advance into the room. The first 
bandit is visible on the platform to the right, Thurisea Thando. You 
can snipe her before opening the gate, which is a good move since she 
can one-shot us. Disarm the trap on the Old Gate, head through, and 
loot both the corpse and the platform. Another Nix-Hound will attack 
from the tunnel ahead. Destruction should increase to 100 during this 
fight. Retreat to the Worn Cavern Door, and you should be able to rest. 
Delete the Destruction Training Cantrip from your spell list, and start 
spamming the Alteration Training Cantrip instead. Failure will be an 
issue again-I realize quickloads are tedious, but don't waste Magicka. 
Head down the tunnel the second Nix-Hound attacked from. You'll come 
to a three-way intersection. First, clear the open jail cell to your 
right (east). Next, open the Worn Cavern Door across from the cell, and 
you'll be attacked by the second bandit, Marilia Saram. The Fat Lute, 
while unique, is nothing more than a tongue-in-cheek pun on "phat 
loot." Retreat until you can rest and repair, then return here. 
Alteration should increase to 11. Both the third Nix-Hound and the 
third bandit, Gilyn Drobar, can wander into this tunnel. Try to fight 
them one at a time, of course. I do the Nix-Hound first. Retreat, rest, 
repair, and take on Gilyn. Remember, as with all hand-to-hand fighters, 
to let your Fatigue drain away (by running) and take as many hits as 
possible before landing the killshot. Athletics should increase to 25 
and Alteration should increase five ranks to 16 during this fight. I 
also had to burn my second-to-last Magicka potion. Unarmored should 
also increase three ranks to 40, raising armor rating to 10. Retreat to 
rest and repair-Alteration should increase to 17 as you do. Return to 
the intersection, and proceed through the door on the left. The fourth 
bandit, Fendel Alam, will attack you. Marksman should increase to 33 
during this fight. You can rest and repair on the platform he came 
from. Loot this room when done. Pick the lock on the Rusted Chest, 
disarm the trap on the Chest, and Security should increase to 26. Take 
the Axe skill book without reading it, then go loot below the platform. 
Disarm the trap and pick the lock on this Chest as well. Return to the 
intersection and take the only path we haven't explored yet. Alteration 
should increase to 18 as you go. Pass through the Worn Cavern Door and 
loot this room. The final bandit, Llaalsa Dralor, will see you and 
attack now. Note that her Chitin Club should replace the Iron Club as 
our trainer Blunt Weapon. Rest and repair, then go loot the room she 
came from. With all that done, head outside. Alteration should increase 
to 19 along the way. Return to Balmora the way we came, dealing with 
all respawned critters like usual. Alteration should increase to 20 
shortly after returning to the main road. I had a Nix-Hound at the 
intersection. Alteration should increase to 21 during this fight. 
Nearby, I was also attacked by a Diseased Rat. I had a Bull Netch as I 
entered the Foyada Mamaea. Almost out of potions, it's more important 
than ever to absorb as much Magicka as possible so we can keep training 
Alteration. Alteration should increase to 22 during this fight. At the 
signpost in the foyada, I was attacked by a Diseased Alit, a new 
critter for me. They have a Poison attack that can refill Magicka. 
Alteration should increase to 23 as you approach Fort Moonmoth, and to 
24 as Balmora comes into view. My bridge critter was a Nix-Hound. 
Alteration should increase to 25 as you pass through the Balmora gates, 
and to 26 as you enter Hlaalo Manor. Drop off all ingredients and the 
Axe book, make sure you have 5 repair hammers, and grab a fresh 
Master's Lockpick (the one you have should be down to 3 uses). Rest if 
needed, then go offload everything else. Alteration should increase to 
27 on the way to Creeper. Remember to keep the Chitin Club-feel free to 
sell the Iron Club. Alteration should increase to 28 on the way back to 
Balmora. You're probably tempted to stop and make some cool Destrution 
spells. I won't stop you, but it'll be hard to use anything good until 
we have a bigger Magicka pool and a consistent way to refill it (read: 
freely usable Conjuration). I skip this for now. Return to Balmora's 
south gate. We're headed to Shurdan-Raplay Egg Mine, which we've seen 
before. Act as though we were going back to Lleran Ancestral Tomb. I 
had a Bull Netch just outside the Balmora gate. Alteration should 
increase three ranks to 31 during this fight. Alteration should 
increase to 32 about the time you cross the wooden bridge. Just outside 
the mine is a Kwama Worker, which is new save the fact that you 
might've seen it on previous trips past here. Kill it. I ran out of 
Magicka here, and had to quaff the last potion. This means cantrip 
spamming is on a hiatus, except for when we run into monsters with 
absorbable spells. Of course, we should still spam it until the Restore 
Magicka effect wears off, which is sufficient to increase Alteration to 
33. Enter the Shurdan-Raplay Egg Mine.

Shurdan-Raplay Egg Mine
o======================================================================o
***CONTAINERS***
Kwama Egg Sack x30
Corkbulb x3
Heather x5
Willow Flower x13
Comberry

***SKILL INCREASES***
Marksman x2
Unarmored x2
Athletics x1
Alteration x11

11) You'll be attacked immediately on entry by a Kwama-mine was a 
Forager. Retreat to the door to rest and repair. Advance into the mine. 
Around the corner will be another Kwama-I had a Worker. Marksman should 
increase to 34 during this fight. I could no longer rest, so repair and 
quaff a Restore Health potion before advancing and finding another 
Kwama-I had a Forager. Unarmored should increase to 41 during this 
fight. Afterwards, retreating to the entrance allowed for resting 
again. Rest and repair. Athletics should increase to 26 about now. 
Before advancing into the room, cast the Alteration cantrip 98 times. 
Alteration should increase two ranks to 35 as you do this. Now, at this 
point, another Kwama Forager had entered the room at the opposite end, 
so handle it first. I was barred from resting again (they move around), 
so quaff a Restore Health and repair. Around the corner to the left is 
a unique Blighted Kwama Warrior. Save scum to absorb all of his Spark 
attacks and completely refill your Magicka. Neat! Notice how slow he 
is? That's his particular Blight disease. Rest and repair when he's 
down, then loot the seven Kwama Egg Sacks where we entered this room 
and the six to the left of that entrance. Pause here and cast the 
Alteration cantrip another 98 times, as there's another of those 
critters coming up. Alteration should increase two ranks to 37 as you 
do. When done, head around the corner to attract another Blighted Kwama 
Warrior. Absorb all of his Spark spells and kill him, being careful not 
to attract any of the other Kwama in that room with him. Rest and 
repair when done, then try to lure out the next Kwama-I had a Forager. 
Once he's down, get six more eggs from a cluster at the southeast 
corner of this hall, and yet six more from the southwest. Rest and 
repair, then do another 98 casts of the Alteration cantrip. Alteration 
should increase two ranks to 39 as you do this. Advance to find the 
third (and final) Blighted Kwama Warrior. Absorb his spells and kill 
him. Retreat, rest, and repair. Advance into that room to find another 
Kwama-I had a Worker. Deal with him. Retreat, rest, and repair. Loot 
five more egg sacks in that room, then advance to the final room and 
engage the Kwama Queen. She's an utterly helpless pincushion. Repair 
and loot the room for fourteen more egg sacks once she's down. That's 
it, so head out and head back to Balmora the way we came. The Kwama 
Worker outside has respawned, so handle him first. I had a Bull Netch 
near the Balmora gate. When you find one, cast the Alteration cantrip 
78 times before engaging to completely refill off their Poisonblooms. 
Alteration should increase two ranks to 41 as you do so. I had a Betty 
Netch here too. Marksman should increase to 35 during that fight. Back 
at Hlaalo Manor, drop off all ingredients, restock to 200 Iron Arrows, 
and grab your Silver Throwing Stars, Silver Darts, and Silver Staff as 
well. It's not undead this time-we're about to fight our first Daedra. 
You shouldn't have any loot to sell, so go ahead and return to the 
south gate. We're headed to Vassir-Didanat Cave, which is just over the 
bridge across from Shulk Egg Mine and to the left. I was attacked by a 
Nix-Hound just outside the south gate. Before making a beeline to 
Vassir-Didanat itself, let's explore the clearing to the west of it. 
There's an obvious entrance between two rocks, where you can find a 
Corkbulb. Head uphill to the right for a Heather. Straight ahead should 
be a critter-I had a Kwama Forager. Unarmored should increase to 42 
during this fight, raising armor rating to 11. Search this little space 
for 13 Willow Flowers, 3 Heather, a Corkbulb, and a Comberry. Continue 
north to find two critters-I had a Bull Netch and my first Diseased 
Shalk. Before engaging a Diseased Shalk, cast the Alteration cantrip 60 
times. This should increase Alteration to 42. Absorb its Fire Bite 
attacks and kill it. As you turn back north, there's another Heather on 
the ground to the right. As before, the Bull Netch can refill 78 
Magicka, so cast the Alteration cantrip 78 times. This should increase 
Alteration to 43. Continuing north into the foyada, all I found was a 
dead end and a pair of Cliff Racers. Talk about disappointing. When 
they're both dead, turn around and head to Vassir-Didanat itself. On 
the way back, grab one last Corkbulb on your right. There will be two 
more critters outside. I had a Nix-Hound and a Scrib. Obviously, 
hostiles should be handled first. Cast the Alteration cantrip 60 times 
for a Scrib. This should increase Alteration to 44. An Iron Arrow will 
kill a Scrib in one hit, so turn it hostile with the Chitin Club, 
absorb its Paralyze attacks, then kill it. Rest and repair, then enter 
Vassir-Didanat Cave.

Vassir-Didanat Cave
o======================================================================o
***CONTAINERS***
Trama Root x2
Raw Ebony x20

***ITEMS***
Travel Lantern
Bucket
Bottle x2

***SKILL INCREASES***
Alteration x7
Marksman x2
Unarmored x2
Athletics x1

12) Prepare yourself for Daedra! Just Atronachs, though. As you enter, 
check either side of the passage for a Trama Root. Rounding the first 
corner, you'll encounter a high activity room-I had a Shalk, a Blighted 
Shalk, and two Flame Atronachs. Before advancing, cast the Alteration 
cantrip 221 times. Each Atronach can refill 78, the Shalk can refill 
60, and the Blighted Shalk only 5. Alteration should increase four 
ranks to 48 as you do this. With that done, try to engage the monsters 
one at a time. You'll need your Silver Throwing Stars for the 
Atronachs. I pulled the first Atronach first. Marksman should increase 
to 36 during this fight. You should be able to rest at the entrance, 
and you shouldn't need any repairs. I pulled the second Atronach next. 
Next up was the Blighted Shalk. By this time, the Shalk had wandered 
deeper into the cave. This first room has five Raw Ebony deposits in 
it. I suggest dropping all the Ebony at the entrance, then taking the 
right branch to a room with six more deposits (two are on the ceiling, 
but should easily be reachable with 100 Acrobatics). Drop that Ebony at 
the entrance, then head straight, deeper into the mine. Get another 
Ebony deposit at the first turn, then go down the ramp. The final room 
has anything we haven't fought yet, including the Shalk I saw earlier 
and three more critters-I had three Rats. Take everyone on, one at a 
time, resting and repairing between fights. I went Rat, Rat, Shalk, 
Rat. Unarmored should increase to 43 on the second Rat, raising armor 
rating to 12. When everything is down, loot the final room for eight 
more Ebony deposits. We'll have to make multiple trips to Balmora. 
Stack everything at the entrance to transition it all out at once. I 
was immeditely attacked by a Nix-Hound. Drop the Ebony and engage it. 
When done, pick up as much Ebony as you can carry and head back towards 
Balmora. I had a Diseased Scrib between Vassir-Didanat and the road. 
Cast the Alteration cantrip 60 times before engaging it. Alteration 
should increase to 49 as you do so. Turn it hostile with the Chitin 
Club so you can take some hits before one-shotting it with Iron Arrows. 
Note that, while there was no journal entry, entering Vassir-Didanat 
started a hidden quest. We can report the location of the lost Ebony 
mine to any of three individuals. I'll remind you of this when the time 
is right, but there is no doubt that the best option is to disclose it 
to Dram Bero in Vivec. Head back to Balmora now. Drop all ingredients, 
Ebony included, at the door to Hlaalo Manor. Whatever else you have 
should be dropped at the door to the Guild of Mages. Run back to 
Vassir-Didanat to get more Ebony. I had respawns outside 
Vassir-Didanat, a Betty Netch and a Diseased Rat. Handle the hostile 
one first. Marksman should increase to 37 while fighting the Betty. 
Grab another load of Ebony and head back to Balmora. Athletics should 
increase to 27 along the way. Drop off the ingredients and head back 
one more time. My final respawns were a Rat and a Scrib. Handle the Rat 
first. Cast the Alteration cantrip 60 times before engaging the Scrib, 
turning it hostile with the Chitin Club. Alteration should increase to 
50 as you do so. Unarmored should increase to 44 as you battle the 
Scrib. Get the rest of the Ebony and head back to Balmora. I had a Bull 
Netch and a Betty Netch just outside Balmora. Cast the Alteration 
cantrip 78 times before engaging the Bull Netch. This should increase 
Alteration to 51. After those two, I was attacked by a Nix-Hound right 
at the gate. Cart all the Ebony and any other ingredients into Hlaalo 
Manor and stash them. Refresh your stock of Iron Arrows to 200, and 
repair hammers to 5. Keep your Silver Throwing Stars and Silver Darts, 
as we have undead coming up next. Rest if needed, then head to the 
Guild of Mages to sell off the little loot we found to Creeper. With 
that done, it's time to explore that little tomb so close to Balmora. 
Leave out the south gate and take the first right. I had another Betty 
Netch here. When ready, enter Tharys Ancestral Tomb. 

Tharys Ancestral Tomb
o======================================================================o
***CONTAINERS***
Urn x5
Small Chest
Chest
Luminous Russula x42
Violet Coprinus x71
Draggle-Tail (pod) x37
Draggle-Tail (flower) x15
Bungler's Bane x38
Hypha Facia x58
Slough Fern x12
Marshmerrow x2
Hackle-Lo

***ITEMS***
Scroll of Lesser Domination
Standard Restore Fatigue
Exclusive Invisibility
Iron Dagger
The Book of Dawn and Dusk
Comberry
Emerald

***SKILL INCREASES***
Alteration x22
Marksman x6
Unarmored x6
Blunt Weapon x10
Armorer x1
Athletics x1

13) Head down the ramp and disarm the trap on the door. The first of 
three undead is through the door-I had a Bonelord. Accordingly, I cast 
the Alteration cantrip a full 270 times, as he has more than enough 
Magicka to refill us completely. (If you're confused by the 270 Magicka 
when our base is still 225, remember that you should be wearing 
Mentor's Ring!) Alteration should increase four ranks to 55 as you do 
this. Marksman should increase to 38 in the battle afterwards. We can't 
rest, so quaff a Restore Health and loot the room the Bonelord was in. 
Turn right first and open the door to find the second undead-I had a 
Skeleton Champion. You still can't rest, so quaff another Restore 
Health, repair, then loot that room. When done, return to the prior 
area and open the other door to encounter the last undead-I had another 
Skeleton Champion. Once he is dead and looted, rest, repair, then enter 
the final room. Loot away, picking the level 10 lock on the Chest and 
disarming the trap on the Small Chest. There's an Emerald mistakenly 
placed inside the rim of the ash pit. PC players can overcome this bug 
with the console command TCL to turn collision off, but Xbox players 
have to live without it. Leave when finished, and return to Balmora. 
At Hlaalo Manor, offload all ingredients and soul gems, replenish your 
stacks of Iron Arrows (to 200), repair hammers (to 5), and Restore 
Health potions (to 10), and grab 100 Silver Arrows-we're going to face 
our first vampires, and I'm not sure our thrown weapons can handle them 
all. Sell off everything else to Creeper/Verick, return to Balmora, and 
head out the south gate. Be warned-we have several long trips ahead of 
us to explore more of the west coast. Begin by following the Odai River 
south, like we've done before. Head all the way down to the bridge that 
leads back to Seyda Neen, but this time stay on this side and follow 
the river out to the coast. Across the river, I had a Bull Netch and a 
Betty Netch. Cast the Alteration cantrip 78 times before engaging the 
Bull. Alteration should increase to 56 as you do this. Marksman should 
increase to 39 while fighting the Betty. Further along, I encountered 
the first of what will be many Cliff Racers. There was a second Bull 
Netch nearby, as well. 78 more castings of the Alteration cantrip! 
Alteration should increase to 57 as you do this. As you approach the 
southern tip of this peninsula, find two Luminous Russula at the base 
of a tree and two more at the base of the next one. Right at the mouth 
of the Odai River, I had a Mudcrab. Turning west, there's a muck pond 
on your right. Before searching it, I could spot both a Bull Netch and 
a Diseased Cliff Racer farther west. I handled the Racer first. The 
aforementioned pond has five Violet Coprinus, two Draggle-Tail pods, 
and a Draggle-Tail flower in it. Heading west reveals a tree on the 
left with three Bungler's Bane, two Hypha Facia, two Luminous Russula, 
and a Violet Coprinus. I sighted another Diseased Cliff Racer here. 
Now, I had also caught up to the Bull Netch, so 78 castings of the 
Alteration cantrip were in order. Alteration should increase to 58 as 
you do this. With that handled, turn north. A tree on the right has 
three Bungler's Bane, two Hypha Facia, two Luminous Russula, and a 
Violet Coprinus. Before exploring a second pond to the right, I could 
spot three Cliff Racers nearby, two normal and one Diseased. Use arrows 
to call them over and handle them one at a time. Unarmored should 
increase to 45 during these battles, raising armor rating to 13. Now, 
to the pond, find a Slough Fern on the west edge before entering, two 
Draggle-Tail pods, one Draggle-Tail flower, and one critter (I had a 
Mudcrab) inside. Marksman should increase to 40 during this fight, 
meaning it's time to switch to the Chitin Club. You can now return to 
the road to continue heading west, but before long there will be a pond 
on your right. I was attacked by a Rat here. Before searching the pond, 
I spotted another Cliff Racer to the west. Blunt Weapon should increase 
to 41 during this fight. The pond has a cave we'll get to later 
(Yasamsi) as well as two Slough Ferns, four Draggle-Tail pods, five 
Violet Coprinus, and a Draggle-Tail flower. Continuing west, a tree on 
the left has four Hypha Facia and a Bungler's Bane. I had a Betty Netch 
near here. Blunt Weapon should increase three ranks to 44 during this 
fight. With that done, get back to following the coast. Find two 
Luminous Russula and two Violet Coprinus near a tree to the right. Skip 
Heran Ancestral Tomb for now, but find a Slough Fern just past it. Skip 
the ship here, as well, and find a Mudcrab as the coast turns north 
again. Unarmored should increase to 46 during this fight. Once done, 
search a tree on the left for four Hypha Facia and a Bungler's Bane. 
Continue north for two Luminous Russula near a tree. Search the pond on 
the right for five Violet Coprinus, two Draggle-Tail pods, and a 
Draggle-Tail flower. Search the east edge of the pond for two Luminous 
Russula and two Violet Coprinus to the south. North of here is a tree 
with three Bungler's Bane, two Hypha Facia, two Luminous Russula, and a 
Violet Coprinus. Search another pond directly east of the village 
you've probably noticed for two Draggle-Tail pods and a Draggle-Tail 
flower. Return to the road and follow it north, passing through (but 
ignoring, for the moment) the village of Hla Oad. East is an empty 
pond, but it should have a critter nearby-I had a Kwama Forager. Blunt 
Weapon should increase to 45 during this fight. From the northern tip 
of that pond, head directly east to find a Slough Fern. Continue east 
to a tree with four Hypha Facia and a Bungler's Bane. When you reach a 
path up to the Odai Plateau, take it back to the west and find two 
Luminous Russula and two Violet Coprinus on the right. I had a Diseased 
Scrib nearby, warranting 60 casts of the Alteration cantrip. Alteration 
should increase to 59 as you do this. Just north of this spot was 
another Cliff Racer. Blunt Weapon should increase to 46 during this 
fight, and Armorer should increase to 28 as you repair the Chitin Club. 
There is a Slough Fern very close by, and if you continue down westward 
there is another pond with two Draggle-Tail pods and a Draggle-Tail 
flower inside. Continuing west, back toward Hla Oad, there should be a 
critter-I had a Nix-Hound. West of that spot is another pond with five 
Violet Coprinus, two Draggle-Tail pods, and a Draggle-Tail flower. Head 
west across the road (Hla Oad should be south, on the left) to find 
three critters. First, I had a Cliff Racer. Blunt Weapon should 
increase to 47 during this fight. Athletics should increase to 28 
around now. That pond just north of Hla Oad has three Draggle-Tail 
pods, two Violet Coprinus, and a Slough Fern inside. I had another 
Diseased Cliff Racer here. Blunt Weapon should increase to 48 during 
this fight. North of that pond are two Luminous Russula at the base of 
a tree. I had a Betty Netch near here. North and a bit west is a tree 
with four Hypha Facia and a Bungler's Bane. I had a Betty Netch here. 
Blunt Weapon should increase two ranks to 50 during this fight. When it 
does, switch back to Iron Arrows to finish it off. Repair and rest...

***LEVEL UP***
Level 13
+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: 100 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: 28 Armorer, 28 Athletics, 15 Enchant, 100 Destruction, 
59 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 46 Unarmored, 
26 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 
40 Marksman, 28 Speechcraft, 10 Hand-to-hand
Derived Attributes: 138 Health, 225 Magicka, 280 Fatigue

After this, I was almost immediately attacked by another Cliff Racer. 
When it's down, glance northwest to see some strange architecture 
across a plank bridge. That's one of Vvardenfell's many Daedric 
shrines. Ignore it for now and turn back east to see a Nord near a 
bridge. That's Fjol, who should also be ignored for now in favor of 
heading east from the south end of his bridge. I was attacked by a 
Nix-Hound here. There's a little land bridge between a pond to the east 
and Fjol's bridge to the west. I was attacked by another Nix-Hound 
here. Find a Slough Fern here once it's down. I had a Bull Netch in a 
pond to the north. 78 castings of the Alteration cantrip should raise 
Alteration to 60. Just north of Fjol's bridge is a tree with three 
Hypha Facia. Directly east of the Netch's pond, I had a Kwama Forager. 
Unarmored should increase to 47 during this fight, raising armor rating 
to 14. Just south of this spot are two Luminous Russula and two Violet 
Coprinus. A pond to the north had two Nix-Hounds in it. The southwest 
corner of that pond has a tree with four Hypha Facia and a Bungler's 
Bane. Follow the southern edge of that pond east to reach a tree with 
two Marshmerrow, four Hypha Facia, and a Luminous Russula. I had a Bull 
Netch nearby, meaning 78 casts of the Alteration cantrip and an 
increase in Alteration to 61. The southeast corner of this pond has a 
tree with three Bungler's Bane, two Hypha Facia, two Luminous Russula, 
and a Violet Coprinus. Track the pond counterclockwise to bump into a 
critter-I had a Nix-Hound. Search a Slough Fern when he's down, then 
enter the pond to the left for four Violet Coprinus, two Draggle-Tail 
pods, and a Draggle-Tail flower. I had another Bull Netch nearby. 78 
castings should raise Alteration to 62. Head north, hugging the 
mountains, to find two Luminous Russula and a Violet Coprinus. West of 
here is a tree with another Luminous Russula. A bit further west is 
another tree with three Bungler's Bane, two Hypha Facia, and six Violet 
Coprinus. I had another Bull Netch nearby. 78 castings should raise 
Alteration to 63. Head south between two ponds to find a tree stump 
with two Violet Coprinus, two Luminous Russula, and two Hypha Facia. 
Turn back north to find a rock formation and a fallen tree where there 
are a total of four Luminous Russula, five Bungler's Bane, two Hypha 
Facia, and a Violet Coprinus. I was attacked by a Nix-Hound here. Head 
west from this spot, around a rock formation, and directly into a pond 
with five Violet Coprinus, two Draggle-Tail pods, and a Draggle-Tail 
flower. I had a Betty Netch nearby. Marksman should increase to 41 
during this fight. Inside this pond, I also had a Scrib. 60 Alteration 
cantrips should raise Alteration to 64. Continue west until you're back 
on the road, then turn north. I had a Bull Netch here, so 78 castings 
were sufficient to raise Alteration to 65. Just west of the road is a 
tree with two Luminous Russula, a Violet Coprinus, and three Bungler's 
Bane. A bit further west is another tree with four Hypha Facia and a 
Bungler's Bane. Don't cross the bridge just yet. I did get attacked by 
a Blighted Cliff Racer here. I also had a Betty Netch very close by. 
Head back east, across the road, going around the fence you see at its 
north end. Head due east to find a Slough Fern, a Hypha Facia, and a 
Bungler's Bane. Continue east, through a pond we've already searched, 
to encounter another creature-I found a Rat. Unarmored should increase 
to 48 during this fight. Keep heading east to the mountains, and find 
a critter-I had a Nix-Hound. Turn north now, and advance to another 
pond. I had a Betty Netch, two Scribs, a Diseased Rat, and a Cliff 
Racer near here. I tackled the Racer first, then the Betty. Marksman 
should increase to 42 during this fight. Next came the Diseased Rat. 
Finally, 120 castings of the Alteration cantrip should raise it to 66. 
When done, keep north, hugging the hills, to find a tree with three 
Hypha Facia. Duck left into the pond and search it for four 
Draggle-Tail pods, two Draggle-Tail flowers, and a critter-I had a 
Kwama Forager. Unarmored should increase to 49 during this fight, 
raising armor rating to 15. Exit this pond at the north end, search the 
tree for three Bungler's Bane and three Hypha Facia, then look behind 
it for a Hackle-Lo, a Luminous Russula, and three Violet Coprinus. Just 
west of that tree are two Violet Coprinus, and just east of it is a 
Slough Fern. I had a Bull Netch and a Betty Netch here. I took on the 
Betty first. 78 castings of the Alteration cantrip should raise it to 
67. West and a bit north, find two more Luminous Russula near the 
southern tip of a pond. There should also be a critter here-I had a 
Mudcrab. Head southwest from here to a rock formation with two Luminous 
Russula and two Violet Coprinus. Enter the pond on your right for two 
Draggle-Tail pods, a Draggle-Tail flower, and a Scrib. 60 castings 
should raise Alteration to 68. Head southwest until you hit a tree, 
then turn west and advance to another tree. I had a Bull Netch here. 78 
cantrip castings should raise Alteration to 69. Search the pond 
directly north of you for a Slough Fern, four Draggle-Tail pods, two 
Draggle-Tail flowers, and two Violet Coprinus. Get out at the north end 
and find a critter on the left-I had a Nix-Hound. Go south from here, 
between two ponds, to find a tree with three Hypha Facia and a 
Bungler's Bane. Head south one tree, then west to the next to find a 
Hypha Facia, a Bungler's Bane, and a Slough Fern. Enter the pond north 
of you to find five Violet Coprinus, two Draggle-Tail pods, and a 
Draggle-Tail flower. There were also two critters here-I had a Betty 
Netch and a Scrib. 60 castings of the cantrip should raise Alteration 
to 70. Unarmored should increase to 50 during the fight with the Scrib, 
raising armor rating to 16. Head west back to the road, follow it north 
until there's a fence on your left, and there should be a critter here. 
I had a Bull Netch, so 78 castings of the cantrip are in order. 
Marksman should increase to 43 in the ensuing battle. Enter the pond to 
your right. It's empty, so exit it at the south end. Head east over 
some rocks, continue east to some more rocks, then enter the pond to 
the north. Search it for two Draggle-Tail pods, a Draggle-Tail flower, 
and a critter-I had a Kwama Forager. Ignore the cave entrance (Zanabi) 
for now and enter the next pond to the east. Search it for two Violet 
Coprinus, three Draggle-Tail pods, a Draggle-Tail flower, and a Slough 
Fern. I had a Betty Netch nearby. Exit this pond to the southwest and 
enter the next one to the south. It's empty, so exit at the south tip 
and go north on land to find three Violet Coprinus and a tree with two 
Hypha Facia. Enter the next pond to the north to find another critter-I 
had a Scrib. 60 cantrips should raise Alteration to 71. Exit this one 
at the south end, head east to the next one, and enter it. I was 
attacked by a Kagouti here, and shortly thereafter by a Cliff Racer. On 
the pond's east edge, find a tree with three Bungler's Bane and three 
Luminous Russula. Search the pond itself for five Violet Coprinus, two 
Draggle-Tail pods, and a Draggle-Tail flower. Near the north end, I got 
attacked by a Blighted Kagouti. Enter another pond to the northwest for 
three Draggle-Tail pods, two Violet Coprinus, and two critters-I had a 
Bull Netch and a Betty Netch. 78 cantrip castings should raise 
Alteration to 72. Enter the next pond to the east to find two 
Draggle-Tail pods, a Draggle-Tail flower, and two critters-I had a 
Blighted Kagouti and a Scrib. Deal with the hostile one first. Marksman 
should increase to 44 during this fight. East of the pond, find two 
Luminous Russula, two Violet Coprinus, and, a bit north, a Slough Fern. 
60 cantrip castings should increase Alteration to 73. The Andrethi 
Ancestral Tomb is actually our target here (!), but I'm very nearly out 
of repair tools. There's an easy solution. Head directly east, straight 
over the mountains, to arrive at Hlaalo Manor. Offload all ingredients, 
replenish your stock of arrows and hammers, then head back over, take a 
deep breath, and enter the tomb. Ignore any respawns on the way in-this 
has taken long enough!

Andrethi Ancestral Tomb
o======================================================================o
***CONTAINERS***
Urn x18
Chest x2
Small Chest
Bungler's Bane x4
Hypha Facia x6
Luminous Russula x2
Violet Coprinus

***ITEMS***
Scrib Jerky
Saltrice
Muck
Rat Meat
Red Lichen

***SKILL INCREASES***
Unarmored x2
Marksman x4
Athletics x1
Alteration x7
Armorer x1

14) Gird your loins. Let's chat about vampires. First, they are only 
50% resistant, not immune, to normal weapons, so our Iron Arrows will 
work. I had us bring silver as a backup. Second, they're very fast and 
much stronger than ordinary NPCs. Be careful. Third, the game treats 
vampirism like a disease. Called Porphyric Hemophilia, you can contract 
it anytime a vampire hits you or anytime you search a vampire corpse. 
It does almost nothing for 72 hours, your window to cure it. If the 72 
hour mark goes by, the next time you rest, you'll turn into a vampire. 
Fourth, if you do become a vampire, you too will be incredibly strong 
and fast, but most NPCs will either attack you on sight or at minimum 
refuse to deal with you. There are a few exceptions, which give rise to 
the ten vampire quests in the game, which we will get to, fear not. 
Finally, two of those ten will be specifically associated with one of 
three vampire clans. The clans (Aundae, Berne, and Quarra) are geared 
toward magic, stealth, and combat respectively, with facilities, 
quests, and extra bonuses set up accordingly. However, your clan is not 
a matter of choice-your sire vampire (the one that infects you) 
determines your clan in advance. I intend to join Aundae, and the 
vampires in this particular tomb are of the Berne lineage. If Clan 
Berne is more your speed, feel free, but I'll be avoiding vampirism 
until later in this guide.

With all that said, head down the ramp and disarm the trap on the door. 
There are two vampires on the other side. As always, try to engage them 
one at a time. You won't be able to rest between battles, so quaff a 
Restore Health, repair everything, and then engage the second vampire. 
You still won't be able to rest, so drink another Restore Health, 
repair, then advance into the room. Loot it, then approach the door. 
There are three vampires in the next room. Try to engage them one at a 
time, as always. In addition, one of the vampires is an Imperial. Save 
him for last, as he will cast some spells. There is still no resting 
between battles, unfortunately, so quaff a Restore Health, repair, then 
lure vampire four. Unarmored should increase to 51 when fighting the 
Hand-to-Hand vampire. Still no resting, so quaff another Restore Health 
and repair. Since the final vampire is a mage, cast the Alteration 
cantrip 75 times. Marksman should increase to 45 during this final 
fight. Rest and repair, then advance into the final room and loot away. 
Pick the level 10 lock on the Small Chest. Anticlimactic loot, I know. 
Head out, and take the long way back to Balmora. It'll be much faster, 
I promise-just take the road back toward the Odai River. I was attacked 
by a Kwama Forager immediately upon exiting. I couldn't rest after the 
fight, so quaff a Restore Health, repair, and engage the next critter-I 
had a Blighted Kagouti already attacking me. Athletics should increase 
to 29 around now. Rest and repair when done, then head northwest to 
intersect the road. Turn left and follow the road past a huge structure 
on the right-that's Hlormaren, a Dunmer stronghold we'll get to on a 
Morag Tong quest much later. I was attacked by a critter around here-a 
Nix-Hound. Kill it, rest, repair, and continue west. I was very shortly 
attacked by a Diseased Rat. Just west (in the pool northwest of Zanabi) 
was a Diseased Scrib. 60 Alteration cantrips should raise it to 74. 
Continue west. As you approach a signpost, check the tree to the right 
for three Bungler's Bane, two Hypha Facia, two Luminous Russula, and a 
Violet Coprinus. Turn left and follow the road south, stopping at a 
tree on the left for four Hypha Facia and a Bungler's Bane. Keep 
heading south, toward Hla Oad. I saw a Bull Netch along the way. 78 
cantrip castings should raise Alteration to 75. Other than that, I got 
back to Hla Oad without incident. Keep running to the Odai River. I was 
attacked by a Diseased Cliff Racer very quickly. There was a second one 
before I got to Yasamsi on the left. I reached the Odai without further 
incident. Return to Balmora. Just south of Balmora, I was attacked by a 
Nix-Hound. At Hlaalo Manor, you can stash all the Silver weapons, all 
ingredients, and any soul gems. Ensure you have five hammers, 10 
Restore Health potions, and 200 Arrows-as many Iron as you have left, 
and Steel for the remainder. Rest if needed, then offload all loot at 
Creeper/Verick. Back at the Mages Guild in Balmora, note that the 
supply chest should have restocked by now. Grab the soul gems inside, 
then pop over to the Fighters Guild for the repair hammers and arrows. 
Drop all these extras off at Hlaalo Manor, then begin running the long 
way back to Zanabi. I had a Betty Netch outside the south gate. At the 
bridge toward Zainsipilu, I had a Betty Netch and a Bull Netch. 
Tackling the Betty first, Marksman should increase to 46. 78 castings 
of the Alteration cantrip should raise it to 76. Just south, I had a 
Betty Netch, a Cliff Racer, and a Diseased Cliff Racer. Around Yasamsi, 
apparently in retaliation for my uneventful trip home, I had three Bull 
Netch, two Betty Netch, a Diseased Cliff Racer, and a Cliff Racer, 
which I handled in the reverse of that order. Unarmored should increase 
to 52 during the first Cliff Racer fight. Marksman should increase to 
47 while fighting the second Betty. 234 castings of the Alteration 
cantrip should raise it two ranks to 78. Just a little farther along 
the road, I had a Mudcrab. Following the road north, past Yasamsi, I 
had another Diseased Cliff Racer. Continue north through Hla Oad, and 
back until Zanabi is off the road to the right. Just past town, I had 
two more Diseased Cliff Racers. Somewhat past Fjol's bridge, I had a 
Betty Netch. A bit farther still, when the fences along the road 
reappeared, I had a Nix-Hound. Watch the local map, and turn right off 
the road when Zanabi is due east of you. A Nix-Hound attacked me right 
at the entrance to Zanabi. Armorer should increase to 29 as you repair 
after this fight. Finally, I had two Bull Netch in sight of Zanabi. 156 
casts should raise Alteration two ranks to 80. Marksman should increase 
to 48 during the second fight. Enter Zanabi when done. 

Zanabi
o======================================================================o
***CONTAINERS***
Crate x31
Barrel x16
Worn Chest x2
Wooden Barrel
Floating Barrel

***ITEMS***
Steel Dagger
Common Robe
Common Shoes
Bargain Potion of Feather
Torch x8
Steel Longsword
Iron Left Pauldron
Iron Right Pauldron
Iron Cuirass
Iron Greaves
Iron Boots
Common Pants x3
Common Shirt x3
Nordic Battle Axe
Netch Leather Boots
Nordic Ringmail Cuirass
Iron Arrow x~27
Chitin Short Bow
Chitin Boots
Chitin Cuirass
Chitin Greaves
Chitin Left Gauntlet
Chitin Right Gauntlet
Imperial Broadsword
Ash Statue x3

***SKILL INCREASES***
Alteration x20
Unarmored x4
Marksman x12
Athletics x2
Blunt Weapon x14
Armorer x1

15) Around the first corner is a Nix-Hound. No resting, so potion, 
repair, and advance. When you come to the intersection, there will be a 
critter to the right-I had a Blighted Shalk. That only allows 5 cantrip 
castings, as you may recall. Still no resting, so another potion, 
repair, and return to the intersection. Head straight, and around a 
corner to the left for another critter-I had a Blighted Nix-Hound. Now 
you can rest and repair. Enter the room it was in and loot. You should 
notice a big jump in quality from anything we've found previously, 
including Dwarven gear and Grand Soul Gems. It's still randomized, 
though, so the walkthrough won't assume anything-however, feel free to 
incorporate any upgrades you find. Drop the goodies at the entrance, 
then return to the intersection. Take the other path and find the first 
of four bandits, a mage named Gilmyn Andrilo. Before engaging him, cast 
the Alteration cantrip 117 times. This should raise Alteration to 81. 
Approach with no weapon drawn (otherwise he'll cast Sanctuary spells), 
and he should attempt three Poisonblooms for you to absorb. Unarmored 
should increase to 53 while fighting him, raising armor rating to 18. 
Rest and repair, then loot this room. More shockingly good stuff, (I 
had a Dwemer Jinksword, Dwarven Spear, and several Grand Soul Gems) but 
it does remain random. Drop all these awesome goodies at the entrance, 
then continue up the stairs in Gilmyn's room. Down this hall, you'll be 
attacked by the warrior Sitialius Catanius. Rest and repair when he's 
down. Loot the end of the hall for more great (random) loot, then go 
back downstairs and take the tunnel to the northeast. Just down the 
hall, you'll be attacked by the warrior Hamlof Red-Tooth. Marksman 
should increase to 49 during this fight. Rest, repair, and advance 
until you get attacked by the archer Tilena Thalor. Rest and repair 
when she's down, then loot her chamber. Pick the level 5 lock on the 
Worn Chest, which should exhaust your current Master's Lockpick, then 
return to the entrance and transition everything out. Athletics should 
increase to 30 around now. Drop stuff at the entrance until you can 
move, along with 50 spare pounds for critter parts. Yes, we're going 
the long way. Turn right and head due west to the road. I was attacked 
by a Nix-Hound before getting there. I could just see a Bull Netch off 
to the west. 78 cantrips should raise Alteration to 82. A Diseased Rat 
attacked as I resumed my trip west to the road. I had a Diseased Cliff 
Racer as soon as I got to the road. I had another Bull Netch on the way 
south. 78 additional castings are in order. Just north of Fjol's 
bridge, I had both a Betty Netch and a Bull Netch. 78 more castings 
should raise Alteration to 83. Just before Hla Oad was another Bull 
Netch. 78 more castings should raise Alteration to 84. Just past Hla 
Oad was another Bull Netch. 78 more castings should raise Alteration to 
85. Just past that were two Diseased Cliff Racers. Marksman should hit 
50 fighting the first one, at which point you should switch to the 
Chitin Club. A bit further along, I had a Betty Netch. Blunt Weapon 
should increase three ranks to 53 during this fight. With her down, I 
was immediately attacked by another Diseased Cliff Racer. There was 
also a Bull Netch nearby. 78 castings later, engage it. Blunt Weapon 
should increase to 54 during this fight. At Yasamsi, things were 
crowded. I had a Kwama Forager first, followed by two Diseased Cliff 
Racers and three Cliff Racers. Blunt Weapon should increase to 55 
during the first Diseased Cliff Racer fight, Unarmored should increase 
to 54 and Blunt Weapon to 56 during the second, Blunt Weapon should 
increase to 57 fighting the second Cliff Racer, and to 58 while 
fighting the third. I had an uneventful trip up the Odai after that. 
Stash any ingredients and soul gems, replenish your stock of hammers, 
arrows (get to 200 with Iron and Steel), and Restore Health potions, 
and go ahead and offload everything else. Take the long way back (I 
know, I know, but it's great skill practice). Approaching the road, I 
had two Diseased Cliff Racers. Blunt Weapon should increase to 59 while 
fighting the second one. At Yasamsi, I had a Kwama Forager, a Cliff 
Racer, and a Bull Netch, in that order. Blunt Weapon should increase to 
60 while fighting the Cliff Racer. When it does, finish him with your 
bow and arrows, repair, then rest...

***LEVEL UP***
Level 14
+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: 100 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: 29 Armorer, 30 Athletics, 15 Enchant, 100 Destruction, 
85 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 54 Unarmored, 
26 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 
50 Marksman, 28 Speechcraft, 10 Hand-to-hand
Derived Attributes: 148 Health, 225 Magicka, 290 Fatigue

Hooray. For the Bull Netch, 78 cantrips first. This should increase 
Alteration to 86. I had another Diseased Cliff Racer very close by. The 
next Diseased Cliff Racer was INSIDE Hla Oad. Strange things are afoot 
at the Circle K. It was at this point that I realized, at least when 
they are at point blank range, you CAN revise Marksman damage down by 
simply clicking instead of fully drawing the bow. Go figure. I 
immediately begin doing this. I next had a Cliff Racer and two Bull 
Netch just past Hla Oad. 156 castings should raise Alteration to 87. 
Marksman should increase to 51 while fighting the second Netch. I 
spotted another Bull Netch after crossing Fjol's bridge. 78 castings 
should raise Alteration to 88. With him down, I spied another to the 
east. 78 castings should raise Alteration to 89. Past the bridge, I had 
yet another Bull Netch. 78 additional castings later, Alteration should 
just hit 90. As I was about to leave the road for Zanabi, there was 
another Bull Netch. 78 more castings! Marksman should increase to 52 in 
the ensuing battle. At Zanabi, two more Bull Netch were visible. 156 
additional castings should raise Alteration two ranks to 92. I was 
attacked by a Nix-Hound during my castings. Unarmored should increase 
to 55 during the second Netch fight, raising armor rating to 19. When 
all is said and done, grab another load of loot, leaving about 25 spare 
pounds of encumbrance. Head back! I had a Betty Netch early in the 
return trip, just near the first fence on the left. Marksman should 
increase to 53 during this fight. My next encounter was a Mudcrab just 
north of Hla Oad. Leaving Hla Oad to the south, I had a Mudcrab,a Bull 
Netch, and a Cliff Racer, in that order. Don't forget 78 cantrips. 
Marksman should increase to 54 while fighting the Cliff Racer. At 
Yasamsi, I had a Rat and a Betty Netch. Unarmored should increase to 56 
while fighting the Rat, raising armor rating to 20. I was down to 15 
Steel Arrows after the Betty, FYI. Accordingly, I skipped another Betty 
near the bridge, but did have to engage a Diseased Cliff Racer. 
Marksman should increase to 55 during this fight. Afterwards, I made it 
to Balmora with no further encounters. Offload all ingredients at 
Hlaalo Manor, replenish your stock of hammers, and stash any Steel 
Arrows. Go offload everything else. Athletics should increase to 31 
around now. When you get back to the Caldera Mages Guild, don't go back 
to Balmora just yet. I don't know about you, but the dwindling arrow 
supply has me anxious. Make some quick trips to the Fighters Guilds in 
Vivec, Ald'Ruhn, and Sadrith Mora to raid their equipment chests for 
arrows, bolts, and repair hammers. You should go ahead and nab the soul 
gems from the Mages Guild chests, too. With that done, stash all but 5 
hammers and 300 Iron Arrows at Hlaalo Manor, then head back out. At 
Yasamsi, I was attacked by a Diseased Cliff Racer. Then, I found a 
Scrib. 60 cantrips should raise Alteration to 93. I was attacked by a 
Cliff Racer while casting. I had in sight, at this point, a Betty Netch 
and four Bull Netch. I tackled the Betty first. Marksman should 
increase to 56 during this fight. A whopping 312 cantrips should raise 
Alteration two ranks to 95. Obviously, you'll have to recharge. I got 
attacked by a Diseased Cliff Racer after the first Netch. Marksman 
should increase to 57 while fighting the second Netch. Just past 
Yasamsi, when all that was over, I had a Mudcrab. Approaching Hla Oad, 
I had a Diseased Cliff Racer. Just past Hla Oad was a Cliff Racer. At 
Fjol's bridge, I had two Betty Netch and a Bull Netch, in that order. 
Marksman should increase to 58 during the first Betty fight. When I 
reached the first fence, I found two Bull Netch and a Scrib. 216 
cantrips should raise Alteration two ranks to 97. Marksman should 
increase to 59 and Unarmored to 57 (raising armor rating to 21) while 
fighting the first Netch. At Zanabi, I had another Scrib. 60 cantrips 
should raise Alteration to 98. At this point, I was *just* able to 
carry all remaining loot. Start back, one last time. A Bull Netch had 
appeared at Fjol's bridge. 78 cantrips later, engage it. I was attacked 
by a Nix-Hound approaching Hla Oad, and also spotted a Bull Netch. 78 
cantrips should raise Alteration to 99. Marksman should increase to 60 
during this fight-switch to the Chitin Club when it does. I was exactly 
at my encumbrance limit when I reached Hla Oad. We're coming back here, 
so drop something in town if you need to, as I did. Just past Hla Oad, 
I had another Bull Netch. It should take less than 78 cantrips to raise 
Alteration to 100, at which point you can delete the Alteration cantrip 
from your spell list. Approaching Yasamsi, I was attacked by a Cliff 
Racer and a Diseased Cliff Racer. Blunt Weapon should increase to 61 
during the first fight. Advancing, I was shortly attacked by another 
Diseased Cliff Racer who helped raise Blunt Weapon to 62. Armorer 
should increase to 30 as you repair the Chitin Club afterwards. He was 
followed by a Blighted Cliff Racer who should help raise Blunt Weapon 
to 63. I had yet another Cliff Racer near the bridge. Blunt Weapon 
should increase to 64 during this fight. In Balmora, drop all 
ingredients at Hlaalo Manor, replenish your stock of hammers, grab all 
Iron Arrows, Steel Arrows, Bonemold Arrows, Silver Darts, and Silver 
Throwing Stars, then go offload everything else. Return to Balmora's 
south gate when done. 

Shrine of Boethiah
o======================================================================o
***CONTAINERS***
Small Kollop x2

***SKILL INCREASES***
Blunt Weapon x11
Unarmored x4
Marksman x3
Athletics x3

***QUESTS***
Misc.-Boethiah's Quest

16) Head back to Hla Oad. I was attacked by a Kwama Forager outside the 
gate. It was exceedingly strong-I think it was a glitch, maybe a 
Blighted creature that somehow didn't get the name. Blunt Weapon should 
increase to 65 during this fight. I also had a Nix-Hound and a Blighted 
Nix-Hound before Tharys Ancestral Tomb. Blunt Weapon should increase to 
66 while fighting the Blighted Nix-Hound. Nearing the bridge toward 
Seyda Neen, I was attacked by a Rat. Unarmored should increase to 58 
during this fight. At Yasamsi, I was attacked by a Cliff Racer. Blunt 
Weapon should increase to 67 during this fight. In the same area, I 
next fought two Diseased Cliff Racers. Blunt Weapon should increase to 
68 while fighting the second one. Moving along, I shortly had another 
Diseased Cliff Racer. Not finished harassing me, I had a Cliff Racer 
next. Blunt Weapon should increase to 69 during this fight. Next was 
another Diseased Cliff Racer. Finally, I had a lowly Mudcrab. Blunt 
Weapon should increase to 70 during this fight. Repair and rest when 
the fight is over...

***LEVEL UP***
Level 15
+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: 100 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: 30 Armorer, 31 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 58 Unarmored, 
26 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 
60 Marksman, 28 Speechcraft, 10 Hand-to-hand
Derived Attributes: 158 Health, 225 Magicka, 300 Fatigue

Switch back to your bow & arrows. I had oodles of Netch around, as 
well-why not keep training? I had six Bull Netch and two Betties 
nearby. Of course, things go faster since we're done with cantrips (at 
least for now). Marksman should increase two ranks to 62 during this 
sequence of battles, and Unarmored should increase to 59, raising armor 
rating to 22. I also ran out of Iron Arrows during this sequence, and 
began to fight by leading with one Bonemold Arrow before switching to 
my silver throwing weapons. At Hla Oad, I had three more Bull Netch and 
a Diseased Cliff Racer. With that done, grab any Zanabi loot you left 
in Hla Oad and head a tad north, then west, to the start of the plank 
bridge leading to the Daedric shrine Ashurnibibi. Don't cross 
it-instead, enter the water directly west and swim north around the 
shrine. You'll doubtless be attacked by critters here, and they'll need 
to be killed with the Chitin Club. I had three Small Slaughterfish 
immediately upon entry. Just as the land turned north, Athletics 
increased to 32 and I was attacked by a Slaughterfish. Afterwards, 
there is a tiny spot of land outside the shrine walls you can safely 
rest on. Swim a bit southwest for two Small Kollops before continuing 
to follow the coast. I was attacked by two Dreugh and a Small 
Slaughterfish as I continued north. Blunt Weapon should increase to 71 
during the first fight, and to 72 during the second. I could no longer 
find a spot to rest, so I end up quaffing a Restore Health potion. 
After the second fight, the critter must've wandered off, because I 
could rest on my spot again. I was also able to rest after the third 
battle. At this point, if you look northwest, you should be able to see 
an underwater Daedric shrine. This is our target. Around here, I was 
attacked by a third Dreugh. Blunt Weapon should increase to 73 during 
this fight. I could still rest here. Approaching the sunken shrine, I 
was attacked by three Small Slaughterfish. Fortunately, I could swim 
back to shore and rest between battles. Unarmored should increase to 60 
during the third fight, raising armor rating to 23. Unfortunately, as I 
tried to draw nearer to the shrine, I was attacked once more, by a 
Small Slaughterfish and then by a Slaughterfish. Blunt Weapon should 
increase to 74 during the second of these fights. Incremental 
advancement, amirite? At least the trips back to rest are worth 
Athletics experience, as evidenced by the increase to 33 I enjoyed on 
the second one. As I swam to the center of the shrine, I was attacked 
by another Slaughterfish and another Small Slaughterfish. Le sigh. 
After all that, I was almost directly above the target-a shattered 
statue in the center of the ruins-when I was attacked by a Dreugh. 
Blunt Weapon should increase to 75 during this fight. Position yourself 
above the statue's head, ready the Water Breathing spell (which you 
don't need to cast until you're almost out of air), swim down, and 
activate the head to speak with Boethiah and receive a new quest. Swim 
back to the surface (start swimming as soon as Boethiah starts 
talking), then back to shore, where we originally entered the water. 
Don't worry about loot in the ruins-there's nothing there. Head back to 
Hla Oad now, then back to Balmora. The rest of Boethiah's quest is 
quite easy, but we'll get to it later. I did begin having respawns past 
Hla Oad. Switch back to Marksman weapons! I had a Mudcrab, four Cliff 
Racers, two Diseased Cliff Racers, and a Diseased Scrib. Marksman 
should increase to 63 during this set of battles, and Unarmored should 
increase to 61, raising armor rating to 24. Finally, past the Seyda 
Neen bridge, I had a Betty Netch. Just south of Balmora, I had another 
Betty Netch. Rest up and offload all ingredients at Hlaalo Manor. Add 
all your Silver Arrows to your current stock, replenish stocks of 
hammers and Restore Health potions, then head out. Offload anything 
else. Athletics should increase to 34 around now. Head to Balmora's 
south gate once again. Take the Silt Strider back to Seyda Neen. We can 
now pick level 70 locks, so hit the storage door on Arrille's 
Tradehouse from stealth. Enter.

Seyda Neen-Arrille's Tradehouse, Storage
o======================================================================o
***CONTAINERS***
Sack x5
Cloth Sack x4
Crate x4

***ITEMS***
Travel Lantern x2
Notes on Racial Phylogeny
A Dance in Fire, Chapter 6

17) Never forget an unpicked lock. Loot this area. It will probably 
require two trips, which is fine. Nothing in here merits holding onto 
at this point save a few Iron Arrows and whatever ingredients you find. 
I also suggest taking this opportunity to grab the skill books from 
Foryn Gilnith's Shack and Eldafire's House (without reading them yet) 
and stash them at Hlaalo Manor. Offload everything else, and return to 
Balmora's south gate. Head over to the Moonmoth Legion Fort-time for 
some more thievery.

Moonmoth Legion Fort-Exterior
o======================================================================o
***CONTAINERS***
Barrel x2
Wooden Barrel x6
Crate x8

18) Begin by looting the courtyard, but do it from stealth. This should 
probably suffice to trigger an offload. I found a bunch of Iron Arrows 
and ingredients to keep, plus one soul gem-the rest is free to sell. 
When you get back, let's start by exploring the Prison Towers.

Moonmoth Legion Fort-Prison Towers
o======================================================================o
***CONTAINERS***
Crate x3
Barrel

***ITEMS***
Torch x19

19) Loot this tower-not much here. When you exit, drop to the wall 
below you. Search the wall, and note that there are two entrances back 
to the Prison Towers flanking either side of the main fort. Take the 
west trap door. Loot this area, skipping the Interior door for now. 
Once back on the roof, hop down and take the eastern trap door. Same 
idea here. It would probably behoove you to offload again-I had nothing 
worth keeping. When finished, come back and enter the fort's Interior.

Moonmoth Legion Fort-Interior
o======================================================================o
***NPCs***
Amarie Charien
Crulius Pontanian
Erla
Larrius Varro
Naspis Apinia
Peragon
Radd Hard-Heart
Solea Nuccusius
Somutis Vunnis
Urfing

***CONTAINERS***
Small Chest x4
Chest x7
Chest Marked "Evidence"
Wooden Chest x3

***ITEMS***
Basket x3
Pitcher x3
Goblet x9
Bottle x33
Journeyman's Armorer's Hammer x11
Repair Prongs
Imperial Shield
Travel Lantern
Imperial Chain Coif
Iron Throwing Knife x3
Iron Dagger x2
Imperial Shortsword
Iron Battle Axe
Imperial Steel Right Pauldron
Imperial Broadsword
Imperial Chain Cuirass
Imperial Steel Right Gauntlet
Pewter Candlestick x6
Telvanni Bug Musk x5
Paper
The Anticipations x2
The Annotated Anuad x6
Iron Helmet
Iron Right Bracer
Jug
Iron Cuirass
Steel Club
Common Pants x3
Common Shirt x3
Mazte x4
Greef x4
Sujamma
Apprentice's Mortar and Pestle x2
Special Flora of Tamriel
Plate x7
Tankard x7
Knife x2
Fork x2
Bowl x6
Lives of the Saints
Frontier, Conquest...x3
Ordo Legionis x2
Aedra and Daedra x5
Spoon x4
Small Kwama Egg
Comberry x3
Marshmerrow x2
Iron Arrow x4
Steel Crossbow
Iron Claymore
Iron Spear
Iron Halberd
Iron Mace
Iron Saber
Imperial Chain Greaves
Imperial Chain Left Pauldron
Imperial Steel Left Gauntlet
Bucket x7
Broom x2
Steel Katana
For My Gods and Emperor x2
The Pilgrim's Path
Steel Dagger
Imperial Steel Helmet x2
Steel Mace
Journeyman's Retort
Flin x3
Cheap Potion of Fire Shield
Journeyman's Alembic
Shein
Standard Fortify Agility Potion
Apprentice's Calcinator
Scroll of Fphyggi's Gem-Feeder x2
Coda Flower x5
Gold Kanet x5
Heather x5
Luminous Russula x5
Pearl x2
Sload Soap x5
Spore Pod x5
Silver Candlestick
Silverware Cup
Silverware Plate
Gold x100
Silverware Bowl
Pillow x6
Travel Lantern x2
Ash Salts x5
Black Lichen x5
Dreugh Wax x5
Fire Petal x5
Kresh Fiber x5
Roobrush x5
Torch x6
Cup x4
Silver Viperaxe
Imperial Steel Boots
Imperial Steel Cuirass
Common Shoes

***QUESTS***
Fjol the Outlaw

***FACTIONS***
Imperial Cult-Layman

***SPELLS***
Daedric Willpower
Mother's Kiss
Balyna's Perfect Balm
Cure Blight Disease
Feet of Notorgo
Troll Strength
Nimbleness
Dire Weary
Wild Distraction
Drain Blood
Summon Frost Atronach
Drain Athletics
Drain Block
Drain Destruction
Summon Flame Atronach
Summon Hunger
Summon Storm Atronach
Bound Shield
Soulpinch
Bound Cuirass

***SKILL INCREASES***
Security x1
Armorer x1
Athletics x1
Speechcraft x1
Marksman x1

20) Start by looting this room from stealth-an involved task, but 
you'll notice how much easier it is with our improved Agility 
attribute. When done, repair all the damaged stuff you've found. Speak 
to Amarie Charien now. Exhaust all dialogue, then Admire her 
Disposition to 90 or higher, then buy all of her spells. Speak with 
Radd Hard-Heart next. Exhaust all dialogue, then go speak with Urfing. 
Exhaust all dialogue with him, then go speak with Erla. Exhaust all 
dialogue with her, then pick her pockets for 10 Journeyman's Armorer's 
Hammers. At this point, an offload is probably in order. Stash all but 
5 hammers and all ingredients, keep all Marksman ammo with you, then 
sell everything else. Return, then enter the next room. I found Larrius 
Varro wandering here, so go ahead and speak to him. Exhaust all 
dialogue to progress his "little story" quest and get a new one to deal 
with Fjol the Outlaw. Sweet. Loot the second room of merchants now, 
also from stealth. Pick the level 25 lock on Peragon's Small Chest. 
Now, speak with Naspis Apinia. Exhaust all dialogue, then speak with 
Crulius Pontanian. Exhaust all dialogue, then pickpocket two Scrolls of 
Fphyggi's Gem-Feeder from him. Speak with Peragon, exhaust all 
dialogue, then pickpocket all of his ingredients. Open the Wooden Door 
and proceed to the Imperial Cult altar, which you should also loot from 
stealth. When finished, speak to Somutis Vunnis. Exhaust all dialogue, 
and go ahead and join the Imperial Cult. You'll join as a Layman, but 
tasks and advancement are only available at the Imperial Cult 
headquarters in Ebonheart. Next, admire his Disposition to 90 or above. 
Buy all of his spells. Pickpocket all of his ingredients. Head 
downstairs now and loot the barracks room. There are two level 15 
locked Chests to pick open, and this should raise Security to 27. Enter 
the final Prison Towers section, and loot it too. Although it's empty, 
disarm the trap and pick the level 50 lock on the evidence chest. It's 
probably about time for another offload now, before you can get to the 
cells. First, repair any damaged gear you snagged. This should increase 
Armorer to 31. Drop off all ingredients at Hlaalo Manor, restock to 5 
hammers, and grab two empty Petty Soul Gems to go with your scrolls. 
Athletics should increase to 35 around now. Go offload everything else. 
Back at Fort Moonmoth, finish looting the cells and speak with Solea 
Nuccusius. Exhaust all dialogue, then Admire her Disposition to 90+. 
This should increase Speechcraft to 29. Buy all of her spells. Now, 
Taunt her into attacking you and kill her. Marksman should increase to 
64 during this fight. When done, loot, rest in any of the cells, and 
repair. Before you leave, I have some mixed news. It's bad in that 
we're about to have some serious tedium, but it's good in that we can 
get a lot of great loot. We can now open level 75 locks. Start with 
everything here in the Fort on your way out. There are seven level 75 
locks here in the Fort. The first I open is by Naspis Apinia. Lots of 
stuff! We can now lockpick our way into merchants' entire bartering 
inventory. Sweeeeeeeeeeeeet. It's probably time for an offload, so 
stash all the Marksman ammo except your Iron Arrows and throwing 
weapons (we did just get a major restock) while selling off everything 
else. When back, hit Peragon's chest next. His stuff is uninspiring-a 
load of cheap potions. I hit Somutis Vunnis' Wooden Chest next. He also 
has an assortment of uninspiring potions. Next, I try Urfing's Chest. 
He has more Marksman ammo, especially in the thrown weapons department. 
Next, head over to Erla. She has both a Chest and a Wooden Chest. The 
Chest has some outclassed armor, and the Wooden Chest some redundant 
weapons. I needed another offload to finish looting her Wooden Chest. 
Nothing worth stashing except some crossbow bolts and steel arrows. 
That leaves Amarie Charien's Chest when you get back. It is also full 
of uninspiring potions. Head back to Balmora and offload when done-we 
have a few things to do here.

Balmora
o======================================================================o
***CONTAINERS***
Wooden Chest x9
Chest x6

***ITEMS***
The Mirror
Incident in Necrom
The Thirty-Six Lessons of Vivec, Sermon Twenty
The Warrior's Charge
Words and Philosophy

***SKILL INCREASES***
Security x1

21) Let's sweep around and get all the new goodies, along with 
consolidating some skill books. If you haven't already, grab The Mirror 
from Rithleen's House, Incident in Necrom from Balyn Omarel's House, 36 
Lessons of Vivec, Sermon 20 from Drarayne Thelas' House, The Warrior's 
Charge from Karlirah's House, and Words and Philosophy from Western 
Guard Tower North, and stash them at Hlaalo Manor. Don't read any yet. 
Next, we have several level 75 locks to open. I begin with the Wooden 
Chest in Tyermaillin's House. A bunch of uninspiring potions. Next, I 
hit the one in Caius Cosades' House. He has some Moon Sugar and a 
Greater Soul Gem, among other things-actually useful! Next, I head for 
the Wooden Chest in the South Wall Cornerclub. More lame potions. Next, 
I go after the two Chests in the Guild of Fighters. The one nearer to 
Wayn contains some Light Armor we've long since surpassed. The other 
has some uninspiring Heavy Armor, but it should raise Security to 28. I 
needed an offload here, which works anyway because my next target is 
the two Wooden Chests in the Guild of Mages. Ajira has the usual array 
of lame potions (some have useful effects, but they don't come anywhere 
near the quality of self-made versions). The same is true of the other 
chest in here. Next, I go after the Chest and Wooden Chest at Ra'Virr's 
shop. The Chest contains only some outclassed Light Armor, while the 
Wooden Chest has some worthless weapons along with 200 Chitin Arrows, 
which we should equip immediately. Next, head to the Temple-two Wooden 
Chests await. Dralval Andrano has an assortment of mediocre potions, as 
does Llathyno Hlaalu. Next, I need an offload, wherein I stash my Iron 
Arrows, then head to Nalcarya's and get her Wooden Chest. She has many 
Exclusive potions, which are still dramatically outclassed by what we 
make ourselves. Head to Tyravel Manor next. There's a Chest upstairs; 
this should exhaust your current Master's Lockpick, so grab another and 
head to Clagius Clanler's. He has 500 Chitin Arrows, in addition to 
less noteworthy things. Finally, head to Dralasa Nithryon's. She has 
some useless stuff, along with 200 Chitin Arrows. Offload all but your 
Chitin Arrows and thrown weapons, then head into the Council Club.

Balmora-Council Club
o======================================================================o
***CONTAINERS***
Chest

***ITEMS***
Dwarven War Axe
Common Shirt x3
Common Pants x3
Common Shoes x3
Steel Vipersword
Common Belt
Boiled Netch Leather Cuirass
Netch Leather Boots x2
Expensive Belt
Torch x3
Expensive Shirt
Extravagant Belt
Extravagant Left Glove
Extravagant Right Glove
Extravagant Pants
Extravagant Shoes
Guide to Balmora
Guide to Vvardenfell
The Book of Dawn and Dusk
The House of Troubles
Iron Sparkblade
Cloth Left Bracer
Cloth Right Bracer
Netch Leather Cuirass
Expensive Amulet
Expensive Pants

***REWARDS***
Gold x1000
Biography of the Wolf Queen
Reputation Point x2

***ARTIFACTS***
Ring of Surroundings

***SKILL INCREASES***
Athletics x1
Marksman x1
Speechcraft x2

22) Time to make Larrius Varro's wish come true. Start by taunting 
Thanelen Velas into attacking you. Head to Hlaalo Manor, rest, repair, 
and swap out the Dwarven War Axe for the Silver War Axe. Go ahead and 
run by the Hlaalu Council Manor on your way back, and speak with Nileno 
Dorvayn to resolve The Death of Ralen Hlaalo. She'll give you 1000 
Gold, you'll earn a Reputation Point, and you'll have the opportunity
to join House Hlaalu, which I ignore. Head to the South Wall Cornerclub 
and ask about "bad people" to confirm that Larrius wants you to 
slaughter everyone else in the Council Club, save the bartender. 
Athletics should increase to 36 around now. Return to the Council 
Club, and target Sovor Trandel next. When he comes after you, the other 
two in the room (Vadusa Sathryon and Marasa Aren) may attack as well. If 
this happens, run upstairs and hide at the back corner of the table. 
Kill one, leave, rest, repair, and repeat until all three are down. I'd 
kill Vadusa first, as the other two are Hand-to-Hand fighters and easily 
dealt with. Marksman should increase to 65 while fighting Vadusa. Go 
repair and rest, head back in, kill one, let the other punch as much as 
possible, then escape out the door. Repair and rest, then repeat to kill 
the fourth bad person. Loot, leave, repair, and rest. Head to the 
basement to deal with the final target, Madrale Thirith. Speechcraft 
should increase to 30 as you taunt her. Loot and repair, and you should 
be able to rest in the bed here. Spring the level 75 lock on this Chest 
before you head out and return to Fort Moonmoth. Ask him for your "nice 
present" to receive the truly outstanding artifact the Ring of 
Surroundings, a Reputation Point, and a Speechcraft skill book you can 
go ahead and read (assuming you kept a zero bounty), raising 
Speechcraft to 31. Go home and stash the Ring of Surroundings; 
everything else can be offloaded. With all that handled, return to 
Balmora's south gate. It's time to go handle Fjol.

Bitter Coast Region
o======================================================================o
***NPCs***
Fjol

***ITEMS***
Nordic Battle Axe
Nordic Fur Boots
Nordic Fur Cuirass
Nordic Fur Helm
Common Pants
Common Shirt

***SKILL INCREASES***
Unarmored x4
Marksman x5
Athletics x1
Blunt Weapon x3

***REWARDS***
Gold x100

23) I ran into a Kwama Forager just out the gate. Rest and repair as 
able. I ran into a Diseased Scrib right around the transition out of 
Balmora. Unarmored should increase to 62 during this battle. Continue 
along our established route to Hla Oad. As usual, it was a party when I 
reached the Seyda Neen bridge. I had two Bull Netch and a Betty Netch 
near the bridge. Marksman should increase to 66 during this fight 
sequence. This should also exhaust your supply of Steel Throwing 
Knives-I switched to Steel Throwing Stars during the third fight. 
Moving along the road, I encountered two Mudcrabs. I had two Cliff 
Racers and two Diseased Cliff Racers nearby as well. Unarmored should 
increase to 63 during this sequence, raising armor rating to 25, and 
Marksman should also increase to 67. Near Yasamsi's swamp, I had an 
additional Diseased Cliff Racer, a Rat, and a Cliff Racer. Nearing Hla 
Oad, I had a Betty Netch and another Cliff Racer. Proceed through Hla 
Oad. Nearing Fjol himself, I had a Diseased Cliff Racer and a Betty 
Netch. Finally, there was a Mudcrab just west of him I also took care 
of. Of course, after that, I was attacked by another Diseased Cliff 
Racer. This fight should increase Marksman to 68. Speak with Fjol. 
Refuse to hand over the gold, and he'll attack you. Loot, repair, and 
rest when done. Back to Balmora. Mostly clear, but I did hit two 
Mudcrabs outside Yasamsi. This time, I remembered to Soul Trap the 
second one, since I am lugging two empty gems around. Unarmored should 
increase to 64 during this sequence, raising armor rating to 26. I also 
had three Betty Netch, two Mudcrabs, two Diseased Cliff Racers, and a 
Cliff Racer nearby. I remember to soultrap one of the Mudcrabs. 
Marksman should increase to 69 during this sequence, and Unarmored 
should hit 65, raising armor rating to 27. Finally, near the bridge 
toward Seyda Neen, I had a Bull Netch. When you reach Balmora, head 
over to Fort Moonmoth to turn in the Fjol quest. Larrius Varro will 
reward you with 100 gold. Now head to Hlaalo Manor. Stash all 
ingredients and soul gems, replenish your stock of repair hammers, and 
grab (but don't equip just yet) your Chitin Tower Shield. Offload 
everything else. At this point, my Guild Chests had all restocked, so I 
do a quick tour of the Mages and Fighters Guilds in Vivec, Sadrith 
Mora, and Ald'Ruhn to grab all soul gems, repair hammers, and Marksman 
ammo from the supply chests. I do the same in Balmora, and stash all 
the goodies I just nabbed. Athletics should increase to 37 around now. 
Head to Balmora's south gate again. We're headed to the Grytewake to 
deal with Velfred and his crew. They are part of a House Hlaalu quest, 
but since I'm not joining House Hlaalu, they're ripe for killing and 
looting right now. Approaching the bridge toward Seyda Neen, I had a 
Cliff Racer and a Betty Netch. At Yasamsi, I had a Bull Netch, three 
Cliff Racers, a Betty Netch, a Mudcrab, and two Diseased Cliff Racers. 
Marksman should increase to 70 during this sequence-when it does, 
switch to your Chitin Club. However, note that Marksman is freely 
usable from this point, so it's a good idea to shoot Netch and the like 
to pull them to you before engaging them in melee. Blunt Weapon should 
increase three ranks to 78 during this sequence. Unarmored should also 
increase to 66, raising armor rating to 28. Nearing the Grytewake 
itself, I had one last Cliff Racer. Blunt Weapon should increase to 79 
during this battle. Step aboard the Grytewake now.

Grytewake
o======================================================================o
***NPCs***
Bedrir
Hefadmir
Ilfhild
Sittar
Velfred the Outlaw

***CONTAINERS***
Barrel x11
Small Stone Chest
Large Chest
Chest x3
Crate x12
Wooden Barrel x7
Floating Barrel

***ITEMS***
Common Pants x7
Common Shirt x8
Nordic Fur Boots x4
Nordic Ringmail Cuirass x2
Steel Battle Axe
Dragonscale Tower Shield
Imperial Shortsword
Imperial Chain Cuirass
Imperial Chain Greaves
Imperial Chain Left Pauldron
Imperial Chain Right Pauldron
Imperial Steel Boots
Common Shoes
Paper Lantern
Iron War Axe
Nordic Leather Shield
Bottle
Tankard x3
Silver Candlestick x2
Paper x2
Rolled Paper
Charwich-Koniinge, Volume I
Bone, Part Two
Nordic Fur Cuirass x2
Imperial Broadsword
Common Ring
Goblet
Plate x3
Knife x2
Cup
Glass Lantern x3
Bucket
Nordic Claymore
Chitin War Axe
Nordic Fur Left Bracer
Nordic Fur Right Bracer
Travel Lantern
Ash Statue x2

***SKILL INCREASES***
Blunt Weapon x1
Marksman x14
Hand-to-Hand x57
Block x50
Athletics x2
Armorer x1
Unarmored x9
Light Armor x6

24) Out on deck, start by talking to Ilfhild. Exhaust all dialogue, 
Taunt, and kill her. Velfred will attack at the same time, 
unfortunately. If you run far enough away, you can usually isolate 
Velfred-he's faster than Ilfhild. Blunt Weapon should increase to 80 
during this fight. When it does, finish him with your Marksman weapons. 
Marksman should increase two ranks to 72 as you do (Velfred is tough). 
When he finally drops, loot, repair, run far enough away for the combat 
music to stop, and rest...

***LEVEL UP***
Level 16
+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: 100 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: 31 Armorer, 37 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 66 Unarmored, 
28 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 
72 Marksman, 31 Speechcraft, 10 Hand-to-hand
Derived Attributes: 168 Health, 225 Magicka, 310 Fatigue

As I mentioned, Marksman is now freely usable. At this point, ready 
your fists, equip the Chitin Tower Shield (lowering armor rating to 
25), and head back to find Ilfhild and punch her to death. I still 
suggest taking one shot with the Chitin Bow per battle, just to keep 
Marksman and Armorer increasing slowly, but steadily. Hand-to-Hand 
should increase ten ranks to 20 during this fight. When that happens, 
switch to Marksman weapons (I hadn't even knocked her down yet) and 
bring her within one shot of death. Marksman should increase to 73 as 
you do so. Take as many hits as you can-save scumming should, in fact, 
allow you to raise Block a full ten ranks to 40 before killing her. 
Her Short Blade is atrociously unskilled, however-she actually cannot 
hit you at all (assuming you have the same stats as me) unless you 
drain off some of your Fatigue. First, let her take 700 swings so her 
shortsword breaks and she switches to Hand-to-Hand. Next, start running 
backwards to drain off Fatigue and (bonus) get Athletics experience. 
She'll become capable of hitting you around 75% Fatigue, but even when 
it's completely drained her odds are around 10%. Meanwhile, if a hit 
does come through, our Block chance is about 40% even at low Fatigue 
(we've just about crossed the Agility rubicon into total awesomeness). 
Once Fatigue is at 0, just save scum to make sure you actually Block 
instead of getting knocked down. Athletics should increase to 38 as 
this goes on. Once it does hit 40, let her knock you down (we don't 
want to forego Unarmored training!) and hit you as many times as you 
can survive. With all that done, go ahead and make the killshot. Loot, 
repair, and rest...

***LEVEL UP***
Level 17
+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: 100 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: 31 Armorer, 38 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 66 Unarmored, 
28 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 
73 Marksman, 31 Speechcraft, 20 Hand-to-hand
Derived Attributes: 178 Health, 225 Magicka, 315 Fatigue

Our leveling pace is really going to take off, as you can probably tell. 
Loot the ship's deck, then enter the Cabin. Go ahead and chat with 
Bedrir before taunting him into attacking you. Punch him-you should get 
10 ranks of Hand-to-Hand easily, although I did manage to knock him 
down around rank 28. When it hits 30, switch to Marksman weapons and 
shoot him within one shot of dying. Marksman should increase two ranks 
to 75 as you do this. You will be able to raise Block two ranks to 42 
before he breaks the Chitin Tower Shield. At that point, soak up as 
many hits as you can and finish him off. Loot, repair, and rest when 
done. Armorer should increase to 32 during these repairs. Now, loot the 
cabin. There's an Unarmored skill book here, which should raise it to 
67. This should raise your current armor rating (with your Chitin Tower 
Shield equipped) to 26. There's also a Medium Armor skill book which 
should be picked up without reading it. Finally, there's a level 20 
lock to pick on a Chest. I suggest dropping excess loot on the deck 
before venturing into the Upper Level. Here, speak with Sittar, and 
taunt him into attacking you. Whittle him within one shot of death via 
your Chitin Arrows (I am long since out of thrown weapons), then Block 
as much as you can. Marksman should increase to 76 as you do this. You 
can increase Block two ranks to 44 before he breaks your shield. Loot 
the Upper Level now. I suggest dropping the excess gear on deck again 
before heading down to the Lower Level. Speak to Hefadmir and taunt him 
into attacking you. Again, bring him within one shot of death with your 
Chitin Arrows. Once done, Block as much as you can. It should increase 
to 45 before the shield breaks. Loot, repair, and rest, then clear out 
the lower level. That's it, so head out to the deck. There's too much 
to carry in one go, of course, so grab whatever you can carry and leave 
about a 25 pound gap, as usual. Start heading back to Balmora. I had a 
Betty Netch just off the boat, sufficient to raise Marksman to 77 and 
Block to 46. Next up were two Bull Netch. The first one should raise 
Block two ranks to 48. Before the second one, I was attacked by a 
Diseased Cliff Racer. This should raise Block two ranks to 50. When 
that happens, kill the critter, loot, repair, and rest...

***LEVEL UP***
Level 18
+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: 100 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: 32 Armorer, 38 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 67 Unarmored, 
28 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 
77 Marksman, 31 Speechcraft, 30 Hand-to-hand
Derived Attributes: 188 Health, 225 Magicka, 320 Fatigue

Continue along. Next, I punch a Bull Netch. Unarmored should increase 
to 68 during this fight, raising armor rating to 27. Hand-to-Hand 
should increase three ranks to 33 before it dies (yes, we are becoming 
capable of punching things to death). Near Yasamsi, I had a Cliff 
Racer, a Mudcrab, a Bull Netch, and a Betty Netch, which I tackle in 
that order. Hand-to-Hand should increase three ranks to 36 while 
fighting the Cliff Racer. Light Armor should increase to 11 while 
fighting the Mudcrab (the shield is a slot, remember?), and 
Hand-to-Hand should increase to 37. Hand-to-Hand should increase two 
ranks to 39 while fighting the Bull Netch. I exhaust my last repair 
hammer after this fight, incidentally (I'm still leading with single 
bow shots). I'm attacked by another Cliff Racer before reaching the 
Betty Netch. Hand-to-Hand should hit 40 during this fight. At that 
point, I get to within a single shot of killing it with Chitin Arrows. 
With that done, you can raise Block two ranks to 52 before it breaks 
your shield. Lacking the ability to fix the shield, we'll focus on 
raising Marksman and Unarmored until we get back to Balmora. In 
addition to the aforementioned Betty Netch, I had two Bulls, a Cliff 
Racer, two Mudcrabs, another Betty Netch, and a Diseased Cliff Racer in 
the area around the mouth of the Odai River. Marksman should increase 
two ranks to 79 during this sequence, and Unarmored should increase to 
69. Without the shield, armor rating should be at 30. Finally, I had 
two Betty Netch past the bridge to Seyda Neen. Marksman should increase 
two ranks to 81 while fighting them. I had one last Betty Netch and a 
Kwama Forager just outside Balmora. This should raise Marksman to 82. 
At Hlaalo Manor, stash the Chitin Club, the Medium Armor skill book, 
all ingredients, and all soul gems. Restock on repair hammers and 
repair all your gear. Grab all your Iron Arrows and reequip the Chitin 
Tower Shield. Finally, grab your copy of The Mirror and read it to 
raise Block to 53. Rest if needed, offload everything else, and head 
back out. Athletics should increase to 39 around now. I had a Diseased 
Rat just outside Balmora. Unarmored should increase to 70 during this 
fight, raising armor rating to 29 (with the shield), and Block should 
increase four ranks to 57 before the shield breaks. I also had a Kwama 
Forager here. Block should increase three ranks to 60 during this 
fight, at which point you should finish off the critter, repair, and 
rest...

***LEVEL UP***
Level 19
+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: 100 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: 32 Armorer, 39 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 70 Unarmored, 
28 Security, 100 Sneak, 100 Acrobatics, 11 Light Armor, 10 Short Blade, 
82 Marksman, 31 Speechcraft, 40 Hand-to-hand
Derived Attributes: 198 Health, 225 Magicka, 325 Fatigue

Time to start punching again (with a single bow shot, of course). At 
the Seyda Neen bridge, I had a Bull Netch. Hand-to-Hand should increase 
to 41 during this fight. I had three Betties and a Cliff Racer near 
here as well. Hand-to-Hand should increase three ranks to 44 fighting 
the first Betty. It should increase twice more, to 46, fighting the 
second Betty. I took on the Cliff Racer next, and it increased to 47. 
The third Betty raised it two ranks to 49. Near Yasamsi, I had a 
Mudcrab and a Diseased Cliff Racer. The Diseased Cliff Racer raised it 
to 50, at which point I switched to the bow within one shot of killing 
before blocking as much as possible. Unarmored should increase to 71 
here, Light Armor should increase to 12, and Block should increase two 
ranks to 62 before the shield breaks. Fighting the Mudcrab next, Block 
should increase eight ranks to 70 without breaking the shield. When it 
does, finish it off, repair, and rest...

***LEVEL UP***
Level 20
+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: 100 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: 32 Armorer, 39 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 71 Unarmored, 
28 Security, 100 Sneak, 100 Acrobatics, 12 Light Armor, 10 Short Blade, 
82 Marksman, 31 Speechcraft, 50 Hand-to-hand
Derived Attributes: 208 Health, 225 Magicka, 330 Fatigue

Told you the pace would skyrocket. On this peninsula, I had a Bull 
Netch and another Mudcrab. Hand-to-Hand should increase to 51 fighting 
the Netch. With that done, heading back toward Grytewake, I ran into 
another Bull Netch, a Cliff Racer, and two Betty Netch. Hand-to-Hand 
should increase to 52 fighting the Bull Netch, Unarmored should 
increase to 72, and Light Armor should increase to 13. Hand-to-Hand 
should hit 53 on the Cliff Racer, 55 fighting the first Betty, and 56 
fighting the second. Continuing along, I had a Diseased Cliff Racer and 
a Cliff Racer. The Diseased Cliff Racer should increase Hand-to-Hand to 
57, and the Cliff Racer should increase it to 58. Next, I encountered a 
pair of Mudcrabs. The first should raise Light Armor to 14 and 
Unarmored to 73. Finally, at the Grytewake dock, I had one last Bull 
Netch. Hand-to-Hand should increase to 59 during this battle. This got 
me back to Grytewake, and I could (barely) carry the rest of the loot. 
Just outside Balmora, I had a Betty Netch. It should be trivial to 
raise Hand-to-Hand to 60 in this fight. When you do, shoot her within 1 
shot of dying, then Block until the shield breaks. This should increase 
Marksman to 83. Next, I hit a Kwama Forager. Same routine here. I was 
able to raise Block to 71 before the shield broke. Back in Balmora, 
head to Hlaalo Manor. Stash all ingredients, replenish your stock of 
repair hammers, and grab your Silver Arrows-the next target has daedra. 
Rest if needed, and offload everything else. Return to Balmora's south 
gate. Our target is the Heran Ancestral Tomb, which we've seen before. 
Head out along our usual route. I encounter a Betty Netch, a Nix-Hound, 
a Bull Netch, a Mudcrab, and three Cliff Racers at the bridge toward 
Seyda Neen. The first racer can raise Block two ranks to 73 and 
Unarmored to 74. The second raises Block two ranks to 75, and the third 
raises Block two ranks to 77 and Marksman to 84. The Nix-Hound should 
raise Block three ranks to 80. When that happens, finish it, repair, 
and rest...

***LEVEL UP***
Level 21
+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: 100 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: 32 Armorer, 39 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 74 Unarmored, 
28 Security, 100 Sneak, 100 Acrobatics, 14 Light Armor, 10 Short Blade, 
84 Marksman, 31 Speechcraft, 60 Hand-to-hand
Derived Attributes: 218 Health, 225 Magicka, 335 Fatigue

I tackle the Betty Netch next, switching back to Hand-to-Hand. It 
increases to 61 during this fight, and Light Armor increases to 15. I 
hit the Bull Netch next, then the Mudcrab. The latter raises 
Hand-to-Hand to 62, and Unarmored to 75. A bit past Yasamsi, I have 
three more Cliff Racers, a Bull Netch, and a Diseased Cliff Racer. The 
second of these three racers will raise Hand-to-Hand to 63, and the 
third will raise it to 64. I hit the Diseased Racer next, and it raises 
Unarmored to 76 and Hand-to-Hand to 65. The Bull Netch, for his part, 
raises Light Armor to 16 and Hand-to-Hand to 66. With the mouth of the 
Odai finally clear, I move past Yasamsi and encounter another Mudcrab. 
At our target, the Heran Ancestral Tomb, I had a Betty Netch. 
Hand-to-Hand should increase to 67 here. Afterwards, repair, rest, and 
enter Heran Ancestral Tomb.

Heran Ancestral Tomb
o======================================================================o
***CONTAINERS***
Urn x17
Small Chest x2
Cloth Sack x2
Chest x4
Small Stone Chest
Sack x3
Crate x2

***ITEMS***
Exclusive Fortify Strength
Gravedust
Gold Kanet
Frost Salts
Scroll of Invisibility
Ectoplasm
Gold x14
Emerald x2
Bloat
Ash Salts
The Thirty-Six Lessons of Vivec, Sermon Twenty-Eight
Bottle
Green Glass
Pitcher
Pillow
Silver Longsword x2
Silver Claymore x2
Dwarven Claymore
Dwemer Pneuma-Trap
Steel Katana
Silver Spear
Silver War Axe
Silver Shortsword
Steel Dai-Katana
Steel Claymore of Hewing

***SKILL INCREASES***
Hand-to-Hand x4
Block x10
Armorer x1
Marksman x2
Security x1
Light Armor x2
Unarmored x1

25) There are three leveled Daedra to deal with in here. Pick the level 
10 lock on the first door and open it to face the first-I had a Frost 
Atronach. Remember, fists cut through their normal weapon immunity, so 
you can punch him to death. Hand-to-Hand should increase to 68 during 
this fight. Unfortunately, he drops no Frost Salts. Retreat to the 
entrance, repair, and rest. Loot the first and second rooms. The 
remaining two Daedra are both through the next door. I had a Golden 
Saint first, sufficient to increase Hand-to-Hand two ranks to 70 and 
Block to 81. They're capable of carrying astonishingly good gear, 
FYI-mine had a Glass Staff and a Feather Shield. I assume nothing, of 
course. Repair and rest. The repairs should raise Armorer to 33. My 
third Daedra was a Dremora. Marksman should increase to 85 during this 
fight, and Block should increase to 82. They're also capable of great 
weapons-mine, in fact, had a Daedric Wakizashi, the best generic Short 
Blade in the game. As always, I assume nothing, however. Loot, repair, 
and rest once he's down. Loot this room now, then advance deeper into 
the tomb, looting as you go. Note the final room is propped open with a 
rock-we haven't found a copy yet, but we're in the tomb from the book 
Chance's Folly. Disarm the trap on the Small Chest in here, and 
Security should increase to 29. Go ahead and read the skill book to 
raise Light Armor to 17. That's it-time to head out. Back to Balmora, 
fighting critters as always. Getting back to the road, I had two 
Diseased Cliff Racers and a Betty Netch. The first Racer raised my 
Unarmored skill to 77 and Block to 83. The second one raised Block two 
ranks to 85. The Betty raised Block to 86. At the road, I found a Bull 
Netch. He raised Light Armor to 18 and Block to 87. At Yasamsi, I had a 
Cliff Racer and a Bull Netch. The Racer raised Marksman to 86 and Block 
to 88. The Bull Netch raised Block to 89. Past the bridge to Seyda 
Neen, I had both a Bull Netch and a Betty Netch. This Bull raises Block 
to 90 (at which point you should unequip the shield) and Unarmored to 
78, after which it's time to repair and rest...

***LEVEL UP***
Level 22
+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: 100 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: 33 Armorer, 39 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 78 Unarmored, 
29 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 10 Short Blade, 
86 Marksman, 31 Speechcraft, 70 Hand-to-hand
Derived Attributes: 228 Health, 225 Magicka, 340 Fatigue

I continue to lead with a single bow shot, and get ready for more 
punching. In that respect, the Betty Netch raises Hand-to-Hand to 71. 
Approaching Balmora, I had another Betty Netch. Back in Balmora, head 
to Hlaalo Manor. Stash the Silver Arrows, Chitin Tower Shield, and all 
ingredients, restock on repair hammers, rest if needed, then go offload 
everything else. At the Balmora Mages Guild, I suggest you visit 
Estirdalin to make training cantrips for the remaining four magic 
schools. Here's what I do:

Restoration Training Cantrip: Restore Health 1 point to 1 point for 1 
 second on Self
Mysticism Training Cantrip: Dispel 1 point to 1 point on Self
Conjuration Training Cantrip: Bound Dagger for 1 second
Illusion Training Cantrip: Sanctuary 1 point to 1 point for 1 second on 
 Self

Hold off on spamming anything, though. With that done, it's time for 
some more tedium with good rewards, as we can now open level 90 locks. 
I start with the Chest at the Morag Tong Guild. You'll have some 
excellent weapons and gems here, but it isn't preset, so I have to 
ignore it. Go drop off the gems and sell the weapons (or keep them, if 
they're upgrades-I just can't make assumptions about what you'll find). 
Go for Galbedir's Chest at the Guild of Mages next. There may be some 
good magic items in here, but I don't know that anything is preset. 
Sell everything off. Head to the Guild of Fighters next, and go for the 
door behind Hasphat Antabolis. Loot this little bedroom, and become 
curious about that level 100 Trap Door that is still beyond us. Head to 
the Razor Hole next for it's level 90 door. Lots of good stuff in here. 
Much of it is damaged, so be sure to repair it before doing anything 
else. The guaranteed Silver Spear should replace the Steel Spear in our 
stash. Stash the Steel Claymore of Hewing as well as any ingredients, 
restock your repair hammers, and go sell off everything else. Lastly, 
head to Fort Moonmoth and go for Crulius Pontanian's Chest. Random, 
possibly useful magic items. Sell all this off, too. With that done, 
head to Balmora's NORTH gate (I know!) for a brief little diversion.

Odai River
o======================================================================o
***CONTAINERS***
Bittergreen Plant x5
Kreshweed x14
Roobrush x2
Chokeweed x6

***ITEMS***
Common Shirt x2
Common Shoes
Common Pants
Note from Ernil
Tsiya's Skooma Pipe
Skooma x3
Common Amulet
Common Skirt

***SKILL INCREASES***
Hand-to-Hand x3
Restoration x1
Athletics x1

***QUESTS***
The Corpse and the Skooma Pipe

***REWARDS***
Gold x50
Moon Sugar x10

26) Along the path a bit, to the left, find five searchable Bittergreen 
Plants and a Kreshweed. Further along, find a Kreshweed and a Roobrush 
on the right along with a Chokeweed and three Kreshweeds on the left. 
There are two more Kreshweeds on the left before the bridge, and 
another on the right immediately after crossing. Here, I had a Betty 
Netch. Hand-to-Hand should increase to 72 while fighting it. You can 
find two additional Kreshweed flanking the road ahead. I was attacked 
by a Blighted Nix-Hound here. Hand-to-Hand should increase to 73 during 
this fight. Around this intersection, you can find five Chokeweed, 
three Kreshweed, and a Roobrush. A bit farther along, find a Kreshweed 
and a critter-I had a Scrib. Up the hill to the left, near a natural 
stone arch, find the corpse of Ernil Omoran. Search it and read the 
note, then head back to Balmora and go to Tsiya's House. Speak to her 
about "someone in particular" and then advance through the dialogue. I 
choose to give her the pipe-there's no reward if you don't. Of course, 
Tsiya now serves no purpose, so I Taunt and kill her. Hand-to-Hand 
should increase to 74 during this fight. Rest when done, and offload 
all your stuff. We're now able to use Restoration spells, incidentally, 
so you can offload all the Restore Attribute and Restore Health potions 
you've been stashing. You can also go ahead and read Notes on Racial 
Phylogeny-this will raise Restoration to 16. When all is offloaded, 
head back to Hlaalo Manor for an Alchemy session. Athletics should 
increase to 40 around now.

Balmora-Hlaalo Manor
o======================================================================o
***SKILL INCREASES***
Alchemy x14
Hand-to-Hand x5

27) I currently have 71 Alchemy, 60 Intelligence (with Mentor's Ring), 
and 71 Luck. This gives us an 84% success rate at potion crafting. 
Begin by chaining enough Fortify Intelligence potions together to hit 
200 Intelligence-that will give us 100% success. Next, stash all 
Fortify Intelligence ingredients and Restore Magicka ingredients before 
just making whatever potions you can. This session should suffice to 
raise Alchemy to 85. Go offload all those potions, then come back here 
and make Restore Magicka-you should be able to make about 3 from the 
Daedra Hearts/Salts you got in Heran Ancestral Tomb, and your surplus 
of Comberry. I had 3, personally. With that all done, let's head to Hla 
Oad, this time to actually explore the town. I quickly find a Betty 
Netch just outside Balmora's south gate. Hand-to-Hand should increase 
to 75 during this fight. I also had a Blighted Scrib near here. I had a 
Bull Netch at the bridge to Seyda Neen. Hand-to-Hand should increase to 
76 during this fight. I had a Betty here, and a Bull near Yasamsi. 
Hand-to-Hand should increase to 77 during the second fight. I had a 
Cliff Racer attack shortly thereafter, naturally. On the road past 
Yasamsi, I was attacked by a Diseased Cliff Racer. Hand-to-Hand should 
increase to 78 during this fight. Approaching Hla Oad, I have a Cliff 
Racer and three Bull Netch. Hand-to-Hand should increase to 79 during 
the second Bull Netch fight. With that, I reach Hla Oad, ready to 
actually explore it.

o======================================================================o
|								       |
|			Hla Oad					       |
|								       |
o======================================================================o
Sequence of Events:						{WLK006}
		1) Outdoors
		2) Murudius Flaeus' House
		3) Relien Rirne's House
		4) Fadile Balvel's House
		5) Shurkul gro-Sharga's House
		6) Okur's House
		7) Fatleg's Drop Off
		8) Alchemy Session V

Hla Oad
o======================================================================o
***NPCs***
Baleni Salavel
Fadile Balvel
Glonagoth
Pallia Ceno
Relien Rirne

***CONTAINERS***
Barrel x5
Crate x7
Sack x5
Cloth Sack x2
Worn Chest x2
Slough Fern x2
Hypha Facia x3
Bungler's Bane
Violet Coprinus x3

***ITEMS***
Glass Lantern
Fishing Pole
Travel Lantern
Chitin Shortsword
Common Shirt x4
Common Pants x4
Common Shoes x3
Common Belt
Expensive Amulet
Imperial Shortsword
Netch Leather Boots
Netch Leather Cuirass
Common Skirt
Common Robe

***SKILL INCREASES***
Unarmored x1
Hand-to-Hand x3
Restoration x9
Speechcraft x1

1) This place is tiny-even smaller than Seyda Neen. Run around and loot 
all the exterior containers, including any plants inside the village 
boundaries. Some things are owned, so be stealthy about it. If you're 
thorough, you may find a Murudius' Chest underneath Fadila Balvel's 
House. Go ahead and pick the lock, but skip it otherwise-it relates to 
a quest we'll get later. Don't miss the goodies on the ship The Harpy, 
including the level 5 locked Worn Chest. Pick the level 20 locked door 
on Relien Rirne's House as well. Not a whole lot to see here. Let's get 
to NPCs. Start by exhausting all dialogue with Baleni Salavel. Next, 
exhaust all dialogue with Fadile Balvel. Afterwards, Taunt and kill 
her. Unarmored should increase to 79 during this fight, and 
Hand-to-Hand should increase to 80. Finish her with your Iron Arrows 
when that happens. Repair, and duck into Relien Rirne's House to rest. 
Ready your Restoration cantrip and spam it. Restoration should increase 
nine ranks to 25 without depleting your magicka. When it does, duck 
into Relien Rirne's house and rest again...

***LEVEL UP***
Level 23
+5 Speed, +5 Willpower, +1 Luck
Attributes: 100 Strength, 50 Intelligence, 45 Willpower, 100 Agility, 
65 Speed, 100 Endurance, 40 Personality, 72 Luck
Major Skills: 100 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: 33 Armorer, 40 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 85 Alchemy, 79 Unarmored, 
29 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 10 Short Blade, 
86 Marksman, 31 Speechcraft, 80 Hand-to-hand
Derived Attributes: 238 Health, 225 Magicka, 345 Fatigue

With that done, let's find Glonagoth. Exhaust all dialogue, Taunt, and 
kill him. Speechcraft should increase to 32 while taunting him. Loot, 
repair, and rest in Relien Rirne's House. Find Pallia Ceno next. 
Exhaust all dialogue, Taunt, and kill her. Hand-to-Hand should increase 
to 81 during this fight. Loot, repair, and rest in Relien Rirne's 
House. Speaking of Relien Rirne, he's the last outdoor NPC to handle. 
Exhaust all dialogue, Taunt, and kill him. Unarmored should increase to 
80 during this fight, and Hand-to-Hand should increase to 82. Loot, 
repair, and rest in Relien Rirne's House. Head to Fatleg's Drop Off, 
sell anything you need to offload to Trasteve, then come outside and 
head to Murudius Flaeus' House. Go inside.

Hla Oad-Murudius Flaeus' House
o======================================================================o
***NPCs***
Murudius Flaeus

***CONTAINERS***
Sack x5
Wooden Barrel x2
Basket
Crate

***ITEMS***
Bottle x4
Glass Lantern
Small Kwama Egg x2
Large Kwama Egg
Spoon
Fork
Plate
Bowl
Cup
Jug
Bucket
Fishing Pole
Charwich-Koniinge, Volume 2

***SKILL INCREASES***
Hand-to-Hand x1

2) Murudius Flaeus features in a later quest, so just exhaust all 
dialogue and loot the place from stealth for now. Go ahead and read the 
skill book-it should raise Hand-to-Hand to 83. Offload with Trasteve 
and head to Relien Rirne's House.

Hla Oad-Relien Rirne's House
o======================================================================o
***CONTAINERS***
Sack x4
Barrel x2
Crate x2
Chest

***ITEMS***
Bucket
Broom
Small Kwama Egg x4
Large Kwama Egg
Spoon
Knife
Plate
Cup
Bottle
Jug

3) Loot. The only really noteworthy thing is the level 50 locked Chest. 
Offload with Trasteve, and head to Fadile Balvel's House.

Hla Oad-Fadile Balvel's House
o======================================================================o
***NPCs***
Hrondar Highlander

***CONTAINERS***
Barrel x2
Crate
Wooden Barrel x2
Cloth Sack
Sack x2
Rusted Chest

***ITEMS***
Iron Shortsword
Cloth Left Bracer
Cloth Right Bracer
Netch Leather Boots
Netch Leather Cuirass
Common Pants
Common Shirt
Broom
Bucket
Bottle x3
Cup x2
Jug
Glass Lantern
Bowl
Spoon
Fork
Knife
Plate
A Dance in Fire, Chapter 1
Pillow

***SKILL INCREASES***
Hand-to-Hand x1

4) Set aside the oddity, and speak to Hrondar Highlander. Exhaust all 
dialogue, Taunt, and kill him. Hand-to-Hand should increase to 84 
during this fight. Loot, repair, and rest-here will work fine. The book 
is for Acrobatics, which is already maxed, so go ahead and read it. 
Pick the level 25 lock on the Rusted Chest as well. Offload with 
Trasteve and head to Shurkul gro-Sharga's House.

Hla Oad-Shurkul gro-Sharga's House
o======================================================================o
***NPCs***
Shurkul gro-Sharga

***CONTAINERS***
Sack x5
Barrel
Crate
Wooden Barrel

***ITEMS***
Common Pants
Common Shoes
Fishing Pole
Cup
Jug
Bowl
Plate
Spoon
Fork

5) Speak with Shurkul gro-Sharga, exhaust all dialogue, Taunt, and kill 
him. Loot, repair, and rest. Loot the house. Not much here. Offload 
with Trasteve and head to Okur's House.

Hla Oad-Okur's House
o======================================================================o
***NPCs***
Okur

***CONTAINERS***
Cloth Sack
Sack x7
Barrel x2
Wooden Barrel
Chest

***ITEMS***
Bottle x2
Cup x2
Jug
Bowl
Plate
Fork
Spoon
Lives of the Saints

6) Okur features in a quest later, so just exhaust all dialogue for now 
and loot the house from stealth. The only noteworthy thing is the level 
25 lock on the Chest. Offload with Trasteve, then enter the trap door 
in Fatleg's Drop Off.

Hla Oad-Fatleg's Drop Off
o======================================================================o
***NPCs***
Dalam Gavyn
Falvis Tunel
Llemisa Marys
Perien Aurelie
Ra'Zhid
Rabinna
Relam Arinith
Trasteve

***CONTAINERS***
Drowned Corpse
Crate x18
Barrel x9
Wooden Barrel x4
Chest x4
Wooden Chest
Small Chest

***ITEMS***
Apprentice's Lockpick x5
Journeyman's Lockpick x10
Master's Lockpick
Apprentice's Probe x10
Journeyman's Probe x5
Journeyman's Armorer's Hammer x10
Repair Prongs x10
Chitin Dagger
Common Belt
Common Left Glove
Common Right Glove
Common Pants x5
Common Shirt x4
Common Shoes
Mazte
Ring of Medusa's Gaze
Slave's Right Bracer
Moon Sugar x20
Iron Shardblade
Iron Boot
Iron Cuirass
Iron Greaves
Steel Shortsword
Extravagant Shirt
Extravagant Shoes
Surfeit of Thieves
Cloth Left Bracer
Cloth Right Bracer
Netch Leather Boots
Netch Leather Cuirass
Jug x2
Bottle x4
Gold x5
Glass Lantern
Small Kwama Egg
Bowl
Knife x2
Spoon x3
Fork x3
Bowl
Plate x3
Goblet x3
Pitcher
Paper Lantern

***QUESTS***
Misc.-Rabinna's Inner Beauty
Thieves' Guild-The Vintage Brandy
Thieves' Guild-Free New-Shoes Bragor

***SKILL INCREASES***
Hand-to-Hand x16
Speechcraft x1
Security x1
Athletics x1
Marksman x3
Restoration x30
Unarmored x5
Armorer x1
Short Blade x11

***REWARDS***
Gold x1400
Master's Lockpick x2
Journeyman's Probe x2
Journeyman's Armorer's Hammer

***FACTIONS***
Thieves' Guild-Blackcap

7) Starting here in the basement, move forward and find Llemisa Marys. 
Exhaust all dialogue, then pick her pockets-she has a bunch of thief 
tools. Head past her until you reach an intersection. Go down to 
the water, and swim to the next cave. There will be a critter here-I 
had a Dreugh. Hand-to-Hand should increase to 85 during this fight. 
Search the Drowned Corpse in the next cave, then surface and enter the 
tunnel. Search the three Crates, repair, and swim back. I suggest a 
quick offload with Trasteve and rest in one of the empty houses before 
coming back to explore the other forks. Go left first, and find Dalam 
Gavyn. Exhaust all dialogue, then pick his pockets for repair tools. 
Next, speak with Perien Aurelie. Exhaust all dialogue, then loot this 
room from stealth. You may need an offload to accomplish this. Head for 
the right fork when done. Speak to Relam Arinith, exhaust all dialogue, 
and agree to take Rabinna to Balmora for a quest. She's as suicidal as 
most escort quest targets, so I suggest you take a boat to Vivec and a 
silt strider to Balmora immediately. This affords you the chance to 
stash all your useful stuff (I only keep 500 of the near-1500 Iron 
Arrows I now have) before heading to Vorar Helas' House. He'll attack 
Rabinna on sight, so defend her. Loot his body and repair, then speak 
with Rabinna and agree to take her to Im-Kilaya at the Argonian Mission 
in Ebonheart. Go stash the Ring of Medusa's Gaze, then take the silt 
strider to Vivec, then the boat to Ebonheart. Head straight to the 
Argonian Mission and speak to Im-Kilaya to complete this quest. The 400 
Gold reward is the same as Helas would've given you if you let him kill 
her, and you're not an evil prick...yet. Rabinna doesn't disappear from 
the game, but she no longer has a purpose, and we can't actually free 
her-she wanders the mission forever. Speak to her, Taunt her, and kill 
her. Hand-to-Hand should increase to 86 during this fight. Loot, 
repair, take the ship to Hla Oad, rest someplace, offload clutter with 
Trasteve, and go back to Relam Arinith. Taunt and kill him. Speechcraft 
should increase to 33 while Taunting him. Repair, go offload (keep his 
Iron Shardblade), and rest, then come back down here. Speak to Falvis 
Tunel. Exhaust all dialogue, Taunt, and kill him. Hand-to-Hand should 
increase to 87 during this fight. Loot and repair. Loot this last 
little room. The skill book will raise Security to 30. Offload again, 
and rest. In the upper room, exhaust all dialogue with Trasteve, then 
do the same with Ra'Zhid. Taunt Ra'Zhid and kill him. Athletics should 
increase to 41 around now, and Unarmored should increase to 81 during 
this fight. Loot and repair, go rest, then loot this room from 
stealth-Trasteve is still here, after all. You'll get lots of Iron 
Arrows, at least. There are two locked chests to open. The level 75 is 
Trasteve's merchant chest, and the level 35 holds the dwemer artifacts 
we need for our current Thieves' Guild quest. Get what you can, 
although you'll probably need multiple trips. Head for Balmora when 
you're ready. For the first trip, as I leave, I have a Bull Netch and 
two Diseased Cliff Racers. Marksman increases to 87 as I start the 
first of these fights. The Bull also refills some magicka for me. 
Hand-to-Hand should increase to 88 during this fight. I had five 
Betties, a Rat, two Mudcrabs, three Diseased Cliff Racers, a Bull, and 
five Cliff Racers outside Yasamsi. The first Betty helps me raise 
Hand-to-Hand to 89. I fight the second Betty and the Rat with no 
increases, but the third Betty raises Hand-to-Hand to 90 pretty easily. 
When that happens, finish it with Chitin Arrows (there were 500 at 
Fatleg's Drop Off). Once down, rest and repair, and start spamming the 
Restoration cantrip. Restoration should increase five ranks to 30 before 
you need a Restore Magicka potion. Drinking one here leaves me with two. 
Restoration should increase five ranks to 35 quite easily now. When it 
does, rest...

***LEVEL UP***
Level 24
+5 Speed, +5 Willpower, +1 Luck
Attributes: 100 Strength, 50 Intelligence, 50 Willpower, 100 Agility, 
70 Speed, 100 Endurance, 40 Personality, 73 Luck
Major Skills: 100 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: 33 Armorer, 41 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 85 Alchemy, 81 Unarmored, 
30 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 10 Short Blade, 
87 Marksman, 33 Speechcraft, 90 Hand-to-hand
Derived Attributes: 248 Health, 225 Magicka, 350 Fatigue

Proceed now, noting that Hand-to-Hand is freely usable (it factors into 
the next level, but it will hit 100 anyway). I engage two Cliff Racers 
next, followed by the two Diseased Racers, the second of which raised 
Hand-to-Hand to 91. Racer next, then a Bull Netch (magicka!), then 
another Racer. The last of those should raise Unarmored to 82. Next is 
a Betty that raises Hand-to-Hand to 92. Next comes one of the Mudcrabs, 
then the last Diseased Racer, then the last Racer. Hand-to-Hand should 
increase to 93 while fighting that Racer, and Armorer should increase 
to 34 as your repair the Chitin Short Bow (I'm still doing single 
shots). Next, I tackle the second Mudcrab, and finally the final Betty. 
At the bridge to Seyda Neen, I had a Bull-cast enough Restoration 
cantrips to take full advantage of his 78 magicka before killing him. 
Unarmored should increase to 83 during this fight. Coming back near 
Balmora, I had a Betty. Hand-to-Hand should increase to 94 during this 
fight. I reach Balmora at this point. Drop off all ingredients, all but 
500 arrows (keep the weakest versions), the Iron Shardblade, and the 
three dwemer artifacts (a tube, an ornate bowl, and an ornate goblet). 
Grab your Chitin Dagger-we'll be starting on Short Blade pretty soon. 
Restock on repair hammers, offload everything else, visit the Mages and 
Fighters Guild supply chests in all four cities for ammo, repair tools, 
and soul gems, drop those off, and begin heading back to Hla Oad. I 
have another Betty just outside Balmora. Hand-to-Hand should increase 
to 95 during this fight. Another party at the bridge to Seyda Neen, 
where I have a Bull Netch and a Cliff Racer to start things off. Racer 
first, then 78 Restoration cantrips (which should raise it two ranks to 
37), then the Bull Netch. I have two more Cliff Racers shortly. The 
second one raises Hand-to-Hand to 96. Past them, I have four Betties, 
a Cliff Racer, and a Bull. The Racer goes first, then the Betties, the 
second of which raises Hand-to-Hand to 97 and the fourth of which 
raises it to 98. I go for the Bull next, after 78 Restoration cantrips 
(which raise it two ranks to 39). At Yasamsi, I have two Diseased Cliff 
Racers, two Betties, and two Bulls. I go for the Betties first; the 
first raises Hand-to-Hand to 99. I go for the Diseased Racers next, the 
second of which raises Hand-to-Hand to 100 (switch to Marksman when it 
does!). With two Bulls up next, I cast 156 Restoration cantrips, which 
raise it four ranks to 43. The first Bull should raise Marksman to 88. 
Finally, just before getting back to Hla Oad, I have another Betty. 
Before engaging her, I go ahead and spam the cantrip until Restoration 
hits 45. When it does, I take a rest...

***LEVEL UP***
Level 25
+5 Speed, +5 Willpower, +1 Luck
Attributes: 100 Strength, 50 Intelligence, 55 Willpower, 100 Agility, 
75 Speed, 100 Endurance, 40 Personality, 74 Luck
Major Skills: 100 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: 34 Armorer, 41 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 85 Alchemy, 83 Unarmored, 
30 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 10 Short Blade, 
88 Marksman, 33 Speechcraft, 100 Hand-to-hand
Derived Attributes: 258 Health, 225 Magicka, 355 Fatigue

With that, I still engage Netch with a single bow shot, but for 
everything else, it's Chitin Dagger time-chop or slash, either is fine. 
The Betty raises Short Blade two ranks to 12. Grab whatever you left 
behind, and start heading back to Balmora again. You will have an 
assortment of random critters, as always-I document what I run into so 
you know how I get to my benchmarks. While your particulars will vary, 
the assortment of critters should roughly balance out. I run into two 
Diseased Cliff Racers, two Betties, and a Bull Netch on my way out of 
Hla Oad. I engage the Betties first. The first raises Short Blade two 
ranks to 14. The second raises Short Blade to 15. Next, I go after the 
Diseased Racers. The first raises Short Blade to 16. I cast enough 
cantrips to make full use of the poisonbloom spells before going after 
the Bull. He raises Short Blade to 17. Moving toward Yasamsi, I had 
four Diseased Cliff Racers (the second of which raises Unarmored to 84 
and Short Blade to 18, and the fourth of which raises Short Blade to 
19), a Cliff Racer, a Mudcrab (which raises Short Blade to 20), 
five Bull Netch (78 Restoration cantrips per Netch, fighting with 
Marksman weapons, the first raises Restoration to 46, the second raises 
it two ranks to 48, the third raises it two ranks to 50, the fourth 
raises it to 51, and the fifth raises it two ranks to 53, as well as 
raising Marksman to 89), two more Mudcrabs, and a Betty Netch. After 
the fifth Bull, I pause to go ahead and raise Restoration two more 
ranks to 55, ignoring the final two Mudcrabs and Betty Netch. Rest...

***LEVEL UP***
Level 26
+5 Speed, +5 Willpower, +1 Luck
Attributes: 100 Strength, 50 Intelligence, 60 Willpower, 100 Agility, 
80 Speed, 100 Endurance, 40 Personality, 75 Luck
Major Skills: 100 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: 34 Armorer, 41 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 85 Alchemy, 84 Unarmored, 
30 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 20 Short Blade, 
89 Marksman, 33 Speechcraft, 100 Hand-to-hand
Derived Attributes: 268 Health, 225 Magicka, 360 Fatigue

Now, switch back to the Chitin Dagger and engage the critters you have 
left. I do the Mudcrabs first. The first one raises Unarmored to 85. 
Finally, the Betty raises Short Blade to 21. Back to Balmora now. 
Hlaalo Manor first. Stash all ingredients, restock arrows and repair 
hammers, grab the three dwemer artifacts, and roll out. Offload all 
other stuff. Run to the South Wall and turn in the dwemer artifacts. No 
advancement yet, so take another job. This is easy-run to Hlaalo Manor, 
stash your new tools, grab the Brandy out of the dresser on the top 
floor, and return to Habasi. (If it doesn't spawn, you can lift it off 
of whatever merchant you sold the first bottle to.) You can now advance 
to Blackcap. The next rank is Operative-again, we already have the 
skills, but need to do more jobs. Take another job to be directed to 
Pelagiad. We're headed there next, but first, head to Hlaalo Manor for 
some alchemy.

Balmora-Hlaalo Manor
o======================================================================o
***CONTAINERS***
Corkbulb x3
Comberry x5
Heather x4
Stoneflower x2
Gold Kanet x3

***SKILL INCREASES***
Alchemy x3
Short Blade x4

8) We only need 20 extra Intelligence to guarantee success, so one 
potion should suffice. Hoard all Restore Magicka and Fortify 
Intelligence ingredients. Apart from that, make whatever you can. 
Alchemy should increase to 88 here. Go offload the potions. We've 
cleared out another segment of the Vvardenfell map, so it's time to 
decide where to go next. Checking the journal, we have six quests 
pointing east to the Bal Ur region, one pointing north to the Ald'Ruhn 
region, the expansions (not yet), the Fighters Guild (on hold until we 
get the second Shulk Egg Mine quest from the Imperial Cult), and the 
Temple (all over, but one of the shrines is also in the Bal Ur region). 
The majority is clear-we're heading east. We'll start by heading to 
Pelagiad. Before leaving, grab Beluelle's Silver Bowl and Maurrie's 
Left Glove from your stash. Head to Pelagiad by way of Fort Moonmoth. 
It's all familiar territory until we get past Ulummusa, but here are 
the critters I run into: two Betty Netch (the first raises Short Blade 
to 22 and the second raises it to 23), a Wild Guar (that raises it to 
24), a Bull Netch (who doesn't quite fully refill my magicka from 
before), another Betty Netch (that raises Short Blade to 25), another 
Bull Netch (that I get 50 cantrips out of). Past Ulummusa, continue 
along the road to the next intersection, grabbing a Corkbulb and 
Comberry as you go. This intersection has another Corkbulb; stick to 
the main road and grab a Comberry on the left and another Comberry on 
the right. The next intersection is Pelagiad's main entrance, where you 
can find a Corkbulb, four Heather, and two Comberry across from the 
town and two Stoneflowers and three Gold Kanets at the signpost. Enter 
the town.

o======================================================================o
|								       |
|				Pelagiad			       |
|								       |
o======================================================================o
Sequence of Events:						{WLK007}
		1) Outdoors
		2) Junal-Lei's House
		3) Erval's House
		4) Farusea Salas' House
		5) Madres Navur's House
		6) Halfway Tavern
		7) Dralas Gilu's House
		8) Murberius Harmevus' House
		9) Mebestien Ence: Trader
		10) Uulernil: Armorer
		11) Ahnassi's House
		12) Adanja's House
		13) Guard Tower
		14) South Wall
		15) North Wall
		16) Fort Pelagiad
		17) Alchemy Session VI

Pelagiad
o======================================================================o
***NPCs***
Dralas Gilu
Farusea Salas
Junal-Lei
Kunthar

***CONTAINERS***
Heather x2
Barrel x4
Crate x16
Corkbulb x5
Gold Kanet Flower x2
Heather x4
Willow Flower x3
Black Anther Plant x4
Comberry

***ITEMS***
Travel Lantern x4
Common Shirt x2
Common Shoes
Common Skirt
Common Pants x2
Iron Longsword
Leather Left Bracer
Leather Right Bracer
Nordic Bearskin Cuirass
Nordic Fur Boots

***SKILL INCREASES***
Athletics x1
Security x1
Short Blade x4
Unarmored x1
Restoration x4

1) Seyda Neen sized with less to do. First, loot all containers and 
plants within the town borders. Athletics should hit 42 as you run 
around. Next, pick all the locks: Junal-Lei's House (30), Farusea 
Salas' House (25), Guard Tower (50, should raise Security to 31), 
Dralas Gilu's House (30), and Ahnassi's House (45). Find Dralas Gilu, 
speak with him, and exhaust all dialogue. Do the same with Farusea 
Salas, but Taunt and kill her when done. Short Blade should increase to 
26 and Unarmored to 86 during this fight. You can duck into her house 
to rest. Speak to Junal-Lei and do the same thing. Short Blade should 
increase to 27 during this fight. Finally, track down Kunthar and do 
the same with him. Short Blade should increase to 28 during this fight. 
We're ready to start raiding houses, but my Master's Lockpick is down 
to two uses and Pelagiad, annoyingly, has no fast travel options. It's 
actually closer to Seyda Neen than Balmora, so let's explore that road 
en route to the Silt Strider. Leave town and turn left on the main 
road. I was attacked by a Nix-Hound shortly out of town. Short Blade 
should increase to 29 during this fight. Find two Gold Kanet on the 
right, then four Heather, three Willow Flowers, four Black Anther 
Plants, a Comberry, and a Corkbulb on the right (ignore the side path). 
A bit farther up, on the right, find four Black Anther Plants, four 
Willow Flowers, and a Corkbulb. Skip the tomb you see and turn right at 
the fork. I was attacked by a Kwama Forager here. I found a Bull Netch 
hovering near here. 78 Restoration cantrips should raise it two ranks 
to 57. As you cross into the Bitter Coast, you should realize we're in 
familiar territory. I had another Bull Netch here; 78 cantrips raise 
Restoration to 58. Head for the Silt Strider. Stash all ingredients at 
Hlaalo Manor, restock on hammers, grab a fresh Master's Lockpick, and 
offload everything else before heading back to Pelagiad by way of Seyda 
Neen. I have a Scrib on the way back. 60 cantrips should raise 
Restoration to 59. Back in Pelagiad, start at Junal-Lei's House.

Pelagiad-Junal-Lei's House
o======================================================================o
***CONTAINERS***
Urn x3
Sack x14
Chest x3
Basket x6
Cloth Sack x3
Cupboard
Pot
Hutch
Small Chest
Barrel x3
Crate x3

***ITEMS***
Saltrice x2
Ash Yam
Paper x2
Pewter Candlestick
Bottle x6
Goblet x5
Pitcher x3
Iron Ladle x2
Basket
Tankard x3
Plate x2
Broom
Travel Lantern
Bucket
Pillow

2) Place is empty, so go ahead and loot. Pick the level 15 locked Chest 
and the level 5 locked Chest to exhaust your current pick. Don't miss 
the level 25 Small Chest either. Head downstairs when done. Loot this 
room too, especially the level 30 Chest. Pretty uneventful. Head to 
Mebestien Ence to sell anything you don't need, then come back to this 
part of town and enter Erval's House.

Pelagiad-Erval's House
o======================================================================o
***NPCs***
Erval

***CONTAINERS***
Sack x8
Cloth Sack x2
Barrel
Basket x3
Cupboard
Chest

***ITEMS***
Common Pants
Common Shirt
Common Shoes
Bucket
Fork
Knife
Spoon
Bowl x2
Tankard
Jug x2
Bottle x6
Basket
Pillow
Gold x14

***SKILL INCREASES***
Short Blade x1
Unarmored x1

3) Give Erval the usual useless NPC treatment. Short Blade should 
increase to 30 during this fight-switch to the Chitin Short Bow when it 
does. Unarmored should also increase to 87. Mebestien, then Farusea 
Salas' House.

Pelagiad-Farusea Salas' House
o======================================================================o
***CONTAINERS***
Basket x4
Pot
Sack x7
Urn x2
Chest
Corkbulb
Cloth Sack

***ITEMS***
Basket
Pitcher
Cup x3
Bottle x4
Spoon
Knife
Iron Candlestick
Yellow Glass
Peach Glass Pot x2
Bucket
Broom
Pillow

***SKILL INCREASES***
Restoration x6

4) Empty, so loot at will. The 60 locked, trapped Chest looks more 
interesting than it usually is, unfortunately. Spam your Restoration 
cantrip here. You should be able to raise it four ranks to 63 before 
needing a potion-this leaves me with one. Raise it the remaining two 
ranks to 65 and rest...

***LEVEL UP***
Level 27
+5 Speed, +5 Willpower, +1 Luck
Attributes: 100 Strength, 50 Intelligence, 65 Willpower, 100 Agility, 
85 Speed, 100 Endurance, 40 Personality, 76 Luck
Major Skills: 100 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: 34 Armorer, 42 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 88 Alchemy, 87 Unarmored, 
31 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 30 Short Blade, 
89 Marksman, 33 Speechcraft, 100 Hand-to-hand
Derived Attributes: 278 Health, 225 Magicka, 365 Fatigue

Mebestien, then hit Madres Navur's House.

Pelagiad-Madres Navur's House
o======================================================================o
***NPCs***
Madres Navur

***CONTAINERS***
Sack x9
Basket x5
Cupboard x3
Pot
Chest
Crate x3
Closet

***ITEMS***
Common Shirt
Common Pants
Standard Disease Resistance
Standard Fortify Agility Potion
Bottle x9
Greef
Iron Candlestick x3
Cup x6
The Black Arrow, Volume 1
Tankard
Basket
Knife
Spoon
Cloth
Jug
Broom
Pillow
Travel Lantern
Repair Prongs
Apprentice's Armorer's Hammer

***SKILL INCREASES***
Speechcraft x1

5) Exhaust all dialogue, then give him the usual treatment. Speechcraft 
should increase to 34 as you taunt him. Loot the house now. The skill 
book is fine, Acrobatics is already maxed. Don't miss the 12 locked 
Chest downstairs. Offload with Mebestien, then head to the Halfway 
Tavern.

Pelagiad-Halfway Tavern
o======================================================================o
***NPCs***
Ahnassi
Drelasa Ramothran
Hrordis
Ladia Flarugrius
Nelos Onmar
Samia
Yakum Hairshashishi

***CONTAINERS***
Chest x3
Closet x2
Comberry
Hutch
Sack x18
Cupboard
Small Chest

***ITEMS***
Quality Potion of Feather
Note from Nelos
Extravagant Robe
Netch Leather Boots x2
Netch Leather Greaves x2
Netch Leather Left Gauntlet
Netch Leather Right Gauntlet
Cruel Sparkblade
Chitin Spear
Chitin Cuirass
Netch Leather Shield
Common Shirt
Common Pants
Pewter Candlestick x4
Pillow x3
Bowl x6
Pitcher x9
Iron Tanto
Iron Candlestick x6
Knife x10
Spoon x10
Plate x24
Fork x9
Tankard x9
Jug
Bottle x26
Cup x12
Goblet
Basket x2
Broom
Bucket x3
Torch x2
Quality Restore Health
Extravagant Ring
Extravagant Shirt
Extravagant Shoes
Extravagant Skirt
Maurrie's Right Glove
Dire Flameblade
Bonemold Boots
Bonemold Greaves
Expensive Pants
Expensive Shirt
Extravagant Ring
Extravagant Sapphire Amulet

***QUESTS***
Misc.-Ahnassi, a Special Friend

***SKILL INCREASES***
Restoration x3
Short Blade x4
Unarmored x2
Athletics x1

6) A fair bit to do here, actually. Start by speaking with Ahnassi to 
begin a quest. Exhaust all dialogue to wind up with a potion, a tip 
about Hrordis upstairs, and a quest to deal with a dude in Gnaar Mok. 
Sweet. Speak with Drelasa Ramothran next. Pickpocket any ingredients 
she has, then go upstairs and "speak" with Hrordis. Her belt is 
actually part of a different quest, so despite Ahnassi's tip we'll 
leave her be for now. Speak with Ladia Flarugrius next, followed by 
Nelos Onmar. Hand over Maurrie's glove to get a note in return. Yay. If 
you're getting annoyed at all this "not killing people" beeswax, I have 
good news. After exhausting all dialogue with Samia, you can Taunt and 
kill her. First, though, you should cast enough cantrips to take 
advantage of the 120 magicka you can absorb from her. This should raise 
Restoration to 66. Short Blade should increase to 31 during this fight. 
Speak to Yakum Hairshashishi next. Exhaust all dialogue, Taunt, and 
kill him. Short Blade should increase to 32 during this fight. You'll 
have to run off some Fatigue before he can hit you, so do that as 
needed to get that precious Unarmored experience. Time to loot now! I 
start upstairs, in Hrordis' room. Pick the 12 locked Closet. Next, pick 
the 20 locked Room Door. Loot here, then repeat for the other 20 lock. 
Now, loot the main tavern area. Lots of NPCs still kicking, so be 
careful. Don't miss the 23 locked Small Chest. Do the basement last; 
it's empty and easy. Offload with Mebestien, then run out to see 
Maurrie and give her Nelos' note. She'll direct you to an Emusette 
Bracques in Tel Aruhn. Fair enough. You can get your reward from 
Emusette without Maurrie or Nelos, though, and I think you know what 
that means. Before taunting Maurrie, cast 188 cantrips-this should 
raise Restoration two ranks to 68. With that done, taunt and kill her. 
Short Blade should increase to 33 during this fight. You'll have to run 
off your fatigue to let her hit you, which is fine of course. Unarmored 
should increase two ranks to 89 during this fight, and Athletics should 
increase to 43 as well. With that done, head back and do the same to 
Nelos Onmar. Short Blade should increase to 34 during this fight. 
Offload again, and head to Dralas Gilu's House.

Pelagiad-Dralas Gilu's House
o======================================================================o
***CONTAINERS***
Chest
Cupboard
Barrel
Cloth Sack x2
Urn
Basket

***ITEMS***
Ash Yam x3
Pillow
Silver Shardblade
Basket
Bottle x11
Jug x2
Apprentice's Probe
Folded Cloth
Flask
Cup x5
Pitcher
Iron Candlestick
Tankard x2
Fork
Knife
Spoon
Bucket

7) Empty, so loot at will. Don't miss the 20 locked Chest, of course. 
The Silver Shardblade under the Pillow should be repaired. Offload, and 
head for Murberius Harmevus' House.

Pelagiad-Murberius Harmevus' House
o======================================================================o
***NPCs***
Murberius Harmevus

***CONTAINERS***
Wooden Barrel x2
Sack x9
Cupboard x2
Cloth Sack x3
Basket x5
Urn x2
Small Chest
Chest

***ITEMS***
Common Shoes
Common Shirt
Common Pants
Bottle x9
Basket
Plate x7
Pewter Candlestick x2
Goblet x2
Fork x2
Knife x2
Spoon x2
Folded Cloth x2
Pitcher x2
Tankard x3
Jug
Flask x3
Bowl x2
Vase
Pillow

***SKILL INCREASES***
Short Blade x1
Unarmored x1
Security x1

8) Speak with Murberius, then taunt and kill him. Short Blade should 
increase to 35 during this fight. You'll have to run off some fatigue 
before he can hit you. Unarmored should increase to 90 as well. Loot 
away, naturally picking the 20 lock Trap Door to the basement. Loot 
here too, picking both locks (Security should increase to 32) before 
heading to Mebestien and offloading. Stay here-Mebestien is our next 
target.

Pelagiad-Mebestien Ence: Trader
o======================================================================o
***NPCs***
Mebestien Ence

***CONTAINERS***
Sack x3
Basket x4
Barrel x2
Wooden Barrel
Chest
Crate x2
Urn x3
Cloth Sack x4
Rusted Chest
Closet
Small Chest

***ITEMS***
Common Left Glove x3
Common Belt x5
Common Pants x5
Common Robe x2
Expensive Shirt
Expensive Robe
Expensive Amulet x2
Mazte x3
Shein x3
Greef x4
Chitin Short Bow
Bonemold Shield
Bottle x9
Ash Yam
Cup
Iron Halberd
Vase x2
Pitcher x4
Pewter Candlestick x4
Iron Candlestick x3
Flask x5
Bowl x6
Cup x9
Plate x4
Iron Ladle
Goblet x15
Platter x2
The Alchemist's Formulary
Jug
Fork
Knife
Spoon
The Pilgrim's Path
Folded Cloth x2
Pillow
Silver Candlestick
Paper
Bucket

***SKILL INCREASES***
Restoration x2
Armorer x1

9) Exhaust all dialogue with Mebestien, then loot his shop. You'll have 
to offload at Uulernil multiple times (for weapons and armor), and 
make sure to repair the bow and shield from his counter and the Iron 
Halberd behind it. Drelasa Ramothran will buy alcohol, as well. I can 
just manage to loot the entire store this way, save one thing. The 50 
locked Small Chest upstairs contains the dwemer coherer we need for our 
current Thieves' Guild quest. It weighs 40 pounds-too much for me 
without an offload. To offload the rest, you'll have to make the run to 
Seyda Neen/Balmora/Creeper. It's quick, but you might encounter 
critters. I had a Scrib along the way-60 cantrips are good to raise 
Restoration to 69. I got a Nix-Hound right by the silt strider. Armorer 
increases to 35 when I repair my dagger after this fight. Head to 
Hlaalo Manor and stash any Marksman ammo (save your 500 weakest 
arrows), ingredients, thief tools, soul gems, and repair tools. Restock 
to 5 hammers, and go offload the rest. I also think it prudent to sweep 
the mages guild supply chests for 40 standard restore magicka potions. 
Now, take the strider back to Seyda Neen and run back to Pelagiad. I 
get a Bull Netch along the way. 78 cantrips should raise Restoration to 
70. Once back, grab Mebestien's dwemer coherer. This thing weighs 40 
pounds, and it doesn't vanish during the quest. Oh well, more offloads 
coming. Head to Uulernil's next.

Pelagiad-Uulernil: Armorer
o======================================================================o
***NPCs***
Uulernil

***CONTAINERS***
Small Chest x2
Chest x3
Cloth Sack x4
Sack x2
Crate x3
Wooden Chest
Urn x2

***ITEMS***
Apprentice's Armorer's Hammer x11
Repair Prongs x11
Pewter Candlestick x2
Nordic Leather Shield
Chitin Shield
Imperial Broadsword
Imperial Shortsword
Iron Broadsword
Bread
Cup x3
Bottle x12
Chitin Boots
Imperial Steel Helmet
Iron Helmet
Nordic Fur Helm
Bonemold Helm
Nordic Fur Boots
Bonemold Boots
Imperial Chain Right Pauldron
Bonemold Left Bracer
Bonemold Right Bracer
Fork x2
Plate x2
Bowl
Knife x2
Spoon x2
Pitcher
Folded Cloth
Pillow
Goblet

***SKILL INCREASES***
Restoration x1
Short Blade x1

10) Exhaust all dialogue with Uulernil. Pickpocket his repair tools, 
then start looting the shop. There are several locked chests (two Small 
Chests at 25, two Chests at 75, and a Wooden Chest at 75), all of which 
we are able to pick. Much of this needs to be repaired prior to 
offloading; weapons and armor can be sold to Shadbak gra-Burbug in Fort 
Pelagiad, lessening the need to leave town. Head upstairs and loot 
there too, making sure to hit the 10 locked door to the bedroom and the 
15 locked chest inside. Time for another offload, but before you head 
to Balmora, confront Shadbak gra-Burbug with the dwemer coherer so you 
can offload it as well. You can also show Beluelle's Silver Bowl to 
Ygfa for a journal entry. On the way to Seyda Neen/Balmora, I run into 
a Bull Netch. 78 cantrips should raise Restoration to 71, and the fight 
should raise Short Blade to 36. Stash ammo (save 500 weak arrows), all 
ingredients, Beluelle's Silver Bowl, and all but 5 repair hammers. I 
also suggest grabbing a fresh Master's Lockpick-the current one should 
be down to 5 uses. Go offload everything else. At this point, the 
supply chests had restocked, so another tour to the guilds for ammo, 
repair hammers, soul gems, and standard restore magicka potions was in 
order. Keep your 500 weakest arrows, 10 standard potions, any custom 
potions (I still had one), and 5 hammers-stash the rest. I got a 
Diseased Kagouti on the way back. Head into Ahnassi's House.

Pelagiad-Ahnassi's House
o======================================================================o
***CONTAINERS***
Basket x7
Chest of Drawers
Cloth Sack x4
Small Chest x2
Sack x4
Wooden Barrel
Barrel
Closet
Chest x2

***ITEMS***
Plate x5
Fork x4
Knife x4
Spoon x4
Tankard x12
Silver Candlestick x4
Pitcher x2
Bottle x21
Flask
Gold x5
Silverware Cup
Silverware Pitcher
Flin x2
Greef x2
Sujamma x2
Shein
Goblet x6
Jug x3
Bowl x4
Platter
Basket
Mazte
Pillow x2
Pewter Candlestick
Cup x2

11) Empty house, so loot at will. Don't miss the 30 lock Chest on the 
first floor before heading downstairs. There's a 5 locked Closet, a 15 
locked Chest, a 25 lock Small Chest, and 35 lock Chest down here. This 
should exhaust your current Master's Lockpick. When done, most of this 
can be offloaded by visiting a combination of Pelagiad's merchants. 
Head to Adanja's House when done.

Pelagiad-Adanja's House
o======================================================================o
***NPCs***
Adanja

***CONTAINERS***
Sack x11
Basket x6
Cloth Sack
Small Chest
Chest
Barrel
Urn x2
Crate x2

***ITEMS***
Common Pants
Common Shirt
Bottle x16
Jug x3
Iron Ladle
Bucket
Broom
Basket
Vase x2
Cup x21
Bowl x3
Pitcher x3
Plate x3
Tankard
Fork
Knife
Spoon
Pewter Candlestick
Pillow
Poison Song V
Poison Song VI

***SKILL INCREASES***
Restoration x2
Speechcraft x1

12) Speak with Adanja and exhaust all dialogue. She will rather 
hilariously cast Restore Health spells on YOU after she takes some 
damage, so cast 96 cantrips before you taunt her. This should raise 
Restoration two ranks to 73. Speechcraft should then increase to 35 as 
you taunt her. Loot once she's down. Hit the cellar too. There's a 15 
lock Small Chest here. When done, sell all you can here in town and 
head for the Guard Tower.

Pelagiad-Guard Tower
o======================================================================o
***CONTAINERS***
Crate
Cloth Sack x2
Sack x3
Basket x3
Chest

***ITEMS***
Pillow
Imperial Steel Helmet
Bowl
Goblet x2
Iron Candlestick
Jug
Bottle x3
Steel Staff
Iron Dagger
Steel Broadsword
Imperial Shortsword
Iron Longsword

13) Loot! There's nothing upstairs, so head downstairs. Don't miss the 
40 lock Chest. Lots of this gear is damaged, so repair it. Weapons and 
armor can be offloaded to Shadbak; offload whatever else you can to 
Mebestien. Enter the fort courtyard, climb the steps, and quickly dart 
through the North Wall to explore the South Wall first.

Pelagiad-South Wall
o======================================================================o
***NPCs***
Morbash gro-Shagdub
New-Shoes Bragor

***CONTAINERS***
Crate x4
Basket x2
Cloth Sack
Chest x4
Chest marked "Evidence"

***ITEMS***
Steel Arrow x2
Steel Longbow x2
Broom
Pillow x4
Steel Broadsword
Travel Lantern x3
Fort Pelagiad Prisoner Log
Bottle x5
Iron Candlestick
Imperial Steel Cuirass
Imperial Steel Left Pauldron
Imperial Steel Right Pauldron
Cup
Bucket x5
Common Belt
Common Pants x2
Common Shirt

***SKILL INCREASES***
Security x1
Short Blade x1
Athletics x1

***REWARDS***
Exquisite Shoes

14) Nothing upstairs, so head down. Head left first, looting as you go. 
One of those Steel Longbows is an upgrade relative to the Long Bow you 
should have stashed, FYI. Repair them, then go head further downstairs. 
Loot the barracks in here, picking the locks on all four Chests. This 
should raise Security to 33. Lots of this is damaged, so repair it. 
Head behind the Cell Door now. Loot this little hallway, picking the 50 
locked Evidence chest. Check behind the Cell Doors, too. You can open 
the level 95 locks here, and you should, but as to New-Shoes Bragor's 
door, this doesn't count as freeing him if you haven't spoken to 
Shadbak. Nonetheless, chat with him to receive a pair of Exquisite 
Shoes. Now, for some hilarity, go ahead and Taunt and kill New-Shoes. 
Short Blade should increase to 37 during this fight. Don't worry, this 
has no adverse effect on completing the quest. Repair and rest on a 
bedroll before opening the next cell to find Morbash gro-Shagdub. 
Exhaust all dialogue, taunt, and kill him. Athletics should increase to 
44 as you run down your fatigue. At this point, I realize he actually 
can't hit me, even at zero fatigue. Ah well. Repair, but no need to 
rest. Pick the lock to the main fort, but don't go in yet. Exit the 
barracks, turn left, and enter the main fort. Offload what you can with 
Shadbak and Mebestien, making sure to keep one of the Steel Longbows. 
Head to the North Wall, taking the west upper level entrance.

Pelagiad-North Wall
o======================================================================o
***CONTAINERS***
Crate x3

15) Nothing upstairs, so head down. At the intersection, go south 
first. Loot the crates here, then head back and go east. Nab the crate 
under the stairs here. That's it. Offload what you can at Mebestien, 
then head into Fort Pelagiad proper.

Pelagiad-Fort Pelagiad
o======================================================================o
***NPCs***
Angoril
Shadbak gra-Burbug
Ygfa

***CONTAINERS***
Crate x4
Chest of Drawers
Cloth Sack x5
Basket x6
Sack x3
Chest x4
Small Chest x4
Wooden Chest

***ITEMS***
Imperial Broadsword x2
Imperial Templar Boots
Imperial Templar Greaves
Imperial Templar Knight Cuirass
Imperial Templar Left Bracer
Imperial Templar Left Pauldron
Imperial Templar Right Bracer
Imperial Templar Right Pauldron
Imperial Templar Skirt
Pewter Candlestick x3
Mazte x2
Standard Fortify Fatigue Potion
Cheap Restore Health
Greef
Flin x2
Jug x2
Bottle x8
Folded Cloth
Plate x2
Cup
Spoon
Knife
Fork
Paper
Bread x3
Steel Greaves
Steel Cuirass
Steel Helm
Imperial Chain Coif
Imperial Chain Cuirass
Imperial Chain Greaves
Iron Arrow x60
Apprentice's Armorer's Hammer x10
Repair Prongs x10
Silverware Bowl
Ordo Legionis
Stoneflower Petals x3
Flask
Gold x31
Silverware Plate x2
Silverware Cup
Silver Candlestick
Bowl x3
Pillow x2
Broom
Goblet x2
Small Kwama Egg
Apprentice's Mortar and Pestle
Common Robe
Common Shoes
Potion of Cure Blight Disease
Potion of Cure Common Disease
Potion of Cure Paralyzation
Potion of Cure Poison
Ash Yam x5
Bittergreen Petals x5
Chokeweed x5
Marshmerrow x5
Guar Hide x4

***SPELLS***
Balyna's Efficacious Balm
Blessed Touch
Restore Speed
Restore Strength
Righteousness
Rilm's Cure

***SKILL INCREASES***
Unarmored x1
Short Blade x3
Restoration x2

16) Start by turning right and exploring this tower, going top to 
bottom.  Only goodies are two crates under the stairs. Pick the lock 
to South Wall, then head up to the second level and enter Angoril's 
room. Speak with him and exhaust all dialogue. Taunt and kill him. 
Unarmored should increase to 91 during this fight, and Short Blade 
should increase two ranks to 39. Note that the Imperial Templar Greaves 
are an upgrade to the Steel Greaves we currently have stashed. Do all 
available repairs, rest, then loot the room. You can easily pick all 
three locks in here. Explore the north tower from top to bottom. Now, 
enter the main room and sell what you can to Shadbak, remembering to 
keep the Imperial Templar Greaves and Steel Longbow. Pickpocket Shadbak 
for her iron arrows and repair tools, exhaust all dialogue with her, 
then loot the room. You will need an offload here, but you can sell 
enough to Uulernil, Mebestien, and Dralasa to keep functioning. Of the 
remaining two doors, head to the altar room first and loot it. Do 
another local offload, then head to Ygfa's room. Loot it first, then 
speak with Ygfa. Exhaust all dialogue, then Admire her disposition up 
to 90+. Cast 72 cantrips now-this should raise Restoration to 74. Taunt 
and kill Ygfa. Short Blade should increase to 40 during this fight. 
Note that I miss Unarmored training here-she takes a potion of fortify 
health at some point, and dies while I'm letting her attack me. I also 
*just* need another local offload to loot her completely. Repair when 
done, then cast the cantrip until Restoration increases to 75. Rest 
once it does...

***LEVEL UP***
Level 28
+5 Speed, +5 Willpower, +1 Luck
Attributes: 100 Strength, 50 Intelligence, 70 Willpower, 100 Agility, 
90 Speed, 100 Endurance, 40 Personality, 77 Luck
Major Skills: 100 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: 35 Armorer, 44 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 88 Alchemy, 91 Unarmored, 
33 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 40 Short Blade, 
89 Marksman, 35 Speechcraft, 100 Hand-to-hand
Derived Attributes: 288 Health, 225 Magicka, 370 Fatigue

Head back to Seyda Neen now. I get a Scrib along the way, who can't 
quite fully refill my magicka. I am also attacked by a Nix-Hound at 
Addamasartus. Head back to Balmora and head to Hlaalo Manor. Replace 
the Long Bow and Steel Greaves in your stash with the Steel Longbow and 
Imperial Templar Greaves. Stash all ingredients, all soul gems, and all 
but 5 repair hammers. Before offloading, head to Hlaalu Council Manor 
and pick open the 94 lock Chest. Drop the gems off at Hlaalo Manor, 
then go open the 95 lock door at the Morag Tong Guild. There's a 100 
locked Door beyond it that is still beyond our reach, but do disarm the 
trap. Go offload all your goodies now. Head back to Hlaalo Manor, grab 
a fresh Master's Lockpick, and get ready for an alchemy session.

Balmora-Hlaalo Manor
o======================================================================o
***SKILL INCREASES***
Alchemy x6

***REWARDS***
Gold x1000

***QUESTS***
Thieves Guild-Master of Security

***FACTIONS***
Thieves Guild-Operative

17) At this point, our success rate is 100%. Leave stashed all 
ingredients for Fortify Intelligence and Restore Magicka, and make 
whatever else you can. Alchemy should increase to 94 during this 
session. Go offload all the resultant potions. Go to the South Wall and 
speak to Sugar-Lips about New-Shoes Bragor to complete that quest and 
get another. No advancement for that. The security master is Hecerinde, 
so head to his house and speak to him about "South Wall" to advance the 
quest. Return to Sugar-Lips to complete it. The reward is a cleared 
bounty-useless if you're competent. She'll promote you to Operative 
now, and inform you that she has no more jobs for you. Sweet. Go take 
the silt strider to Suran-we're going straight for another town.

o======================================================================o
|								       |
|				Suran				       |
|								       |
o======================================================================o
Sequence of Events:						{WLK008}
		1) Outdoors
		2) Guard Tower
		3) House of Earthly Delights
		4) Ranosa Gilvayn: Outfitter
		5) Garothmuk gro-Muzgub: Smith
		6) Goldyn Belaram: Pawnbroker
		7) Suran Slave Market
		8) Verara Rendo: Clothier
		9) Ralds Oril: Trader
		10) Ibarnadad Assirnarari: Apothecary
		11) Suran Tradehouse
		12) Suran Temple
		13) Oran Manor
		14) Alchemy Session VII

Suran
o======================================================================o
***NPCs***
Bula gra-Muk
Elvil Vidron
Folsi Thendas
Neldris Llervu

***CONTAINERS***
Kreshweed x2
Gold Kanet Flower x2

***ITEMS***
Journeyman's Armorer's Hammer
Orcish Greaves
Orcish Tower Shield
Orcish Right Bracer
Iron Left Bracer
Iron Left Gauntlet
Orcish Boots
Orcish Cuirass
Glass Longsword
Glass Left Pauldron
Glass Right Pauldron
Muck
Bittergreen Petals
Black Anther

***SKILL INCREASES***
Short Blade x3

1) Begin by exhausting all dialogue with Folsi Thendas, the caravaner. 
Loot around outside-Suran is pretty small and all you'll find is plants 
near the Temple and one repair hammer at the smithy, but don't let that 
deceive you-there's cool stuff here. You may have spotted Bula gra-Muk, 
wearing some Glass Armor. This is the strongest Light Armor in the 
game, and we need not keep her kicking for any reason. Exhaust all 
dialogue, Taunt, and kill her. Short Blade should increase three ranks 
to 43 during this fight. My Chitin Dagger breaks before I can finish 
her off, so I switch to my Chitin Short Bow and Chitin Arrows. Get that 
good gear! Repair it all, then sneak into Oran Manor to rest. Be aware 
that the Glass Left Pauldron, Glass Right Pauldron, Orcish Greaves, and 
Orcish Right Bracer are all upgrades relative to our current stash. 
Next, find Neldris Llervu. He factors into a quest later, so simply 
exhaust all dialogue. The same is true for Elvil Vidron, although you 
can and should pickpocket a few ingredients from him. Head to the Guard 
Tower when done.

Suran-Guard Tower
o======================================================================o
***CONTAINERS***
Closet

***ITEMS***
Torch x6
Pillow x2
Silver Dagger
Sword of White Woe
Tankard x8
Iron Dagger
Pitcher x2
Bread 
Paper
Folded Cloth x2
Bowl x5
Bottle x8
Candle
Beaker
Basket
Jug
Goblet
Blue Clay Pot
Blue Glass Pot
Glass Lantern
The Mirror
Redware Pot x3
Peach Glass Pot x2
Ceramic Bowl x2
Cup x2
Platter
Green Pot
Decorative Bowl

2) Loot from the top down. Don't miss the Sword of White Woe under the 
bed at the top. Repair all the damaged gear. At this point, I hop the 
strider back to Balmora. Stash the Glass Pauldrons, Orcish Greaves, 
Orcish Right Bracer, and all ingredients. Restock on arrows and 
hammers, then offload everything else. Back in Suran, head to Desele's 
House of Earthly Delights.

Suran-Desele's House of Earthly Delights
o======================================================================o
***NPCs***
Caminda
Daric Bielle
Helviane Desele
Khinjarsi
Marelle
Muvis Moran
Runa
Snorri
Tirnur Thirano

***CONTAINERS***
Small Chest
Corkbulb x6
Urn x2
Chest
Basket
Sack x2
Crate x2
Wooden Crate

***ITEMS***
Chitin Shortsword
Common Pants x2
Common Shirt x2
Common Shoes x2
Steel Boots
Bonemold Long Bow
Silver Arrow x30
Gold x450
Slave's Right Bracer
Common Skirt
Common Robe
Redware Candle
Drum x2
Guarskin Drum x2
Lute x2
Good Skooma Pipe
Bowl x2
Moon Sugar
Bucket x4
Broom
Shein x2
Goblet x14
Skooma x4
Brass Candlestick x3
Mazte
Cyrodiilic Brandy x5
Bottle x42
Folded Cloth
Greef x2
Tankard x14
Sujamma x4
Plate x2
Fork x2
Knife x2
Pillow x2
Mystery of Talara, Part 1
Ash Yam x2
Expensive Shirt
Extravagant Pants
Extravagant Shoes
Methas Hlaalu's Amulet
Jug x5
Torch

***SKILL INCREASES***
Speechcraft x1
Security x1
Short Blade x3
Unarmored x2
Athletics x1

***QUESTS***
Misc.-The Drunken Bounty Hunter
Misc.-Umbra

3) Behold, a strip club in 2001 graphics! Enter on the ground floor to 
find a Dunmer named Muvis Moran. Exhaust all dialogue with him, then 
Taunt and kill him. Speechcraft should increase to 36 as you taunt him. 
Loot, repair, and rest-there's a bed in here, upstairs, behind the 45 
locked door. Picking this lock should raise Security to 34. Back 
downstairs, go have a chat with Snorri. Exhaust all dialogue. He's a 
caster, so use enough cantrips to take advantage of 75 absorbable 
magicka. Taunt and kill him. Short Blade should increase to 44 during 
this fight. Loot, repair, and rest when done. I visit the three dancers 
next, starting with Caminda, the Redguard. Exhaust all dialogue, taunt, 
and kill her. Short Blade should increase to 45 during this fight, and 
Unarmored should increase to 92. Repair and rest, then go chat with 
Runa. Same deal. Marelle is up next. She won't dialogue with you, so 
just attack her from stealth. Talk to Daric Bielle next to start a 
quest. Agree to find the slave. Obviously, he is tied to a quest, so 
just pickpocket him. All three items he carries are worthy. His 
Bonemold Long Bow is an upgrade, FYI. Go visit Khinjarsi now. 
Unfortunately, there's no way to free her. Exhaust all dialogue, Taunt, 
and kill her. Short Blade should increase to 46 during this fight, and 
Unarmored should increase to 93. Talk to Helviane Desele next. She also 
plays into a later quest, so just exhaust all dialogue to start another 
quest. Pickpocket her gold, then go chat with Tirnur Thirano upstairs. 
He has no real dialogue, so just Taunt and kill him. That makes the 
place as clear as it's going to get, so start looting. The skill book 
is for the already-maxed Acrobatics. I like to make another run to 
Balmora here, making sure to swap the Bonemold Long Bow for the Steel 
Longbow and restocking/stashing/offloading as needed. You should know 
the routine by now. Athletics should increase to 45 around now. Before 
leaving, head to the Morag Tong Guildhall. Yes, we can unlock level 100 
doors-no lock can stop us now. Open the cell door. Loot the mysterious 
corpse of Methas Hlaalu (this is never explained or tied to any quest) 
and head to the Guild of Fighters. Pick open the trap door downstairs. 
Hope you didn't expect anything exciting-loot this little room. Stash 
and offload what little there was, and head to the silt strider. Before 
heading back to Suran, head to Seyda Neen, go to Census and Excise, and 
unlock the door out to the docks. We have no locks left in the backlog! 
At this point, I'm going to stop declaring when things are locked or 
trapped; you should always pick or disarm as you encounter them. Head 
back to Suran now, and enter Ranosa Gilvayn: Outfitter.

Suran-Ranosa Gilvayn: Outfitter
o======================================================================o
***NPCs***
Ranosa Gilvayn

***CONTAINERS***
Small Chest
Sack x4
Crate x4
Cloth Sack
Desk

***ITEMS***
Netch Leather Left Gauntlet
Netch Leather Right Gauntlet
Imperial Newtscale Cuirass
Iron Cuirass
Repair Prongs
Apprentice's Armorer's Hammer x2
Journeyman's Armorer's Hammer x2
Master's Armorer's Hammer
Netch Leather Helm
Apprentice's Lockpick x2
Journeyman's Lockpick x2
Master's Lockpick x2
Apprentice's Probe x2
Journeyman's Probe x2
Master's Probe
Chitin Shield
Chitin Mask Helm
Chitin Boots
Small Kwama Egg x3
Bowl x2
Paper Lantern
Travel Lantern x2
Common Pants x4
Common Shirt x4
Common Shoes x4
Silver Dart x12
Steel Bolt x17
Steel Crossbow
Chitin Arrow x8
Chitin Short Bow
Steel Arrow x9
Steel Longbow
Steel Tanto
Steel Mace
Iron Longsword
Sujamma
Telvanni Bug Musk x2
Flin
Cheap Restore Health x2
Bargain Restore Fatigue
Bargain Fortify Fatigue
Potion of Cure Common Disease
Cheap Disease Resistance x2
Potion of Detect Creatures
Vernaccus and Bourlor
Redware Bowl x3
Redware Pot x4
Peach Glass Bowl
Bamboo Candlestick
Goblet x4
Tankard x6
Bottle x6
Plate x5
Gold x11
Pitcher
Fork x2
Knife x2
Pillow
Mysterious Akavir
Frontier, Conquest...

***SKILL INCREASES***
Marksman x1
Armorer x1

4) As you can see, there are substantial goodies here. Start by 
speaking with Ranosa, exhausting all dialogue. There's nothing to 
pickpocket, so just loot the shop (and what a smorgasbord it is). The 
Marksman skill book is actually helpful-it should raise it to 90. Go 
offload-you know the drill by now. Much of the gear is repairable, bear 
in mind. In fact, as you perform these repairs, Armorer should increase 
to 36. When done, head back to Suran and head to Garothmuk gro-Muzgub: 
Smith.

Suran-Garothmuk gro-Muzgub: Smith
o======================================================================o
***NPCs***
Garothmuk gro-Muzgub

***CONTAINERS***
Sack x2
Crate x2
Cloth Sack
Large Chest
Small Chest
Closet

***ITEMS***
Chitin Throwing Star x44
Apprentice's Armorer's Hammer x3
Journeyman's Armorer's Hammer x11
Master's Armorer's Hammer x8
Repair Prongs
Steel Boots
Steel Greaves
Silver Spear
Imperial Broadsword
Iron Battle Axe
Nordic Claymore
Ceramic Candlestick x2
Redware Pot
The Buying Game
2920, Sun's Dusk
Brief History of the Empire, v2
Provinces of Tamriel
Boiled Netch Leather Helm
Nordic Fur Helm
Nordic Fur Greaves
Netch Leather Greaves
Netch Leather Boots
Chitin Right Pauldron
Steel Right Pauldron
Iron Shield
Iron Tower Shield
Iron Saber
Iron Tanto
Steel Club
Plate x3
Bottle x2
Cup x2
Orcish Left Pauldron x2
Orcish Helm
Steel Halberd
Goblet x2
Fork x2
Knife x2
Pillow
Bowl
Pitcher
Silver Dagger
Ice and Chiton

***SKILL INCREASES***
Short Blade x1
Light Armor x1

5) Begin by exhausting all dialogue-he has a lot to say about weapon 
and armor types. Pickpocket him next-he has Chitin Throwing Stars and 
repair tools we'll want. With that done, loot the store from stealth. 
Don't read The Buying Game yet-just grab it for our stash. The Short 
Blade skill book, on the other hand, is fine, and should raise Short 
Blade to 47. Either of the Orcish Left Pauldrons are an upgrade 
relative to the Armun-An Bonemold Left Pauldron in our Medium Armor 
stash. Some of this gear is damaged, and should naturally be repaired. 
The Light Armor skill book is also fine, and should raise Light Armor
to 19. You'll need to offload to loot everything-make sure to stash The 
Buying Game and an Orcish Left Pauldron in addition to the usual 
routine. Do a final offload when done, then head to Goldyn Belaram: 
Pawnbroker.

Suran-Goldyn Belaram: Pawnbroker
o======================================================================o
***NPCs***
Goldyn Belaram

***CONTAINERS***
Small Chest
Chest x2
Sack x6
Basket
Crate x3
Urn x3

***ITEMS***
Glass Lantern x3
Paper Lantern
Bamboo Candlestick x3
Candle x2
Ceramic Candlestick
Silver Spear
Silver Throwing Star x2
Glass Dagger
Ebony Dart x5
Ebony Right Bracer
Gah-Julan Bonemold Left Pauldron
Armun-An Bonemold Cuirass
Repair Prongs
Apprentice's Armorer's Hammer
Bottle x6
Plate x3
Pitcher x2
Cup x5
Platter
Roobrush
Red Lichen
Resin
Willow Anther
Scathecraw
Wickwheat x2
Cheap Restore Health
Bargain Lightning Shield
Cheap Frost Resistance
Standard Fortify Speed
Bargain Fortify Strength
Mysterious Akavir
The Consolations of Prayer
Biography of Barenziah vII
Bucket
Broom
Basket x2
Gold x28
Small Kwama Egg x2
Redware Pot
Blue Glass Pot x2

6) Begin, as usual, by speaking to Goldyn Belaram and exhausting all 
dialogue. Loot the shop from stealth afterwards. You will exhaust your 
current Master's Lockpick in here. The Glass Dagger is an upgrade 
relative to the Silver Shortsword I currently have stashed, and the 
Ebony Right Bracer is an upgrade from the Imperial Templar Right Bracer 
in the Heavy Armor stash. Those Ebony Darts are also the best Marksman 
weapons we've laid eyes on so far. Told you Suran had good stuff. 
Repair the Glass Dagger and Silver Spear before offloading. Back in 
Suran, head to the Suran Slave Market.

Suran-Suran Slave Market
o======================================================================o
***NPCs***
Dranas Sarathram
Jeelus-Tei
Seewul
Tim-Jush
Yakov

***CONTAINERS***
Small Chest
Closet
Drawers
Black Anther Plant

***ITEMS***
Extravagant Pants
Extravagant Shirt
Extravagant Shoes
Bucket x4
Slave's Left Bracer x2
Common Pants x3
Slave's Right Bracer x2
Pillow x3
Boiled Netch Leather Helm
Plate x5
Ceramic Candlestick x4
Greef x2
Goblet x5
Pitcher
Flin x3
Bottle x2
Fork x3
Knife x3
Spoon x3
Comberry x3
Hound Meat x3
Bread x3
Basket
Silver Candlestick
Redware Pot x4
Biography of the Wolf Queen

***SKILL INCREASES***
Short Blade x2
Unarmored x2
Speechcraft x1
Athletics x1

7) Start by speaking with Dranas Sarathram to advance The Drunken 
Bounty Hunter. You'll need to Admire his disposition up to 60+ to learn 
that Hides-His-Eyes is the translation of Haj-Ei, so do so. With that 
done, he is no longer relevant and he's a slaver to boot. Taunt and 
kill him. Short Blade should increase to 48 during this fight. You'll 
need to run your Fatigue down to allow him to hit you for defensive 
experience, so do so. Unarmored should increase to 94 during this 
fight. Loot, repair, and rest when done. Before general looting, let's 
deal with the slaves. Unfortunately, we can't free them, so...beginning 
with the first cell door going clockwise from the entrance, we find 
Jeelus-Tei. Exhaust all dialogue, then Taunt and end his misery. 
Speechcraft should increase to 37 as you Taunt him. Unarmored should 
increase to 95 during this fight. Loot, repair, and rest. The next cell 
houses Tim-Jush; same thing. Loot, repair, and rest. The next cell 
houses Seewul; once more, with feeling! Short Blade should increase to 
49 during this fight. Loot, repair, and rest. Open the final cell to 
find Yakov. Athletics should increase to 46 about now. Yakov is 
interestingly dressed, but other than that is totally normal. Repeat 
the process again. Loot, repair, and rest, then loot the now-empty 
building. Offload when done. Back in Suran, head to Verara Rendo: 
Clothier.

Suran-Verara Rendo: Clothier
o======================================================================o
***NPCs***
Verara Rendo

***CONTAINERS***
Small Chest
Sack x4
Cloth Sack
Crate x3
Closet

***ITEMS***
Bolt of Cloth x5
Spool x6
Shears x2
Expensive Ring
Common Ring x6
Expensive Shirt x3
Expensive Amulet x2
Common Amulet x2
Common Robe
Expensive Belt
Common Belt
Extravagant Shirt
Expensive Left Glove
Expensive Right Glove
Expensive Skirt
Extravagant Belt
Extravagant Robe x2
Common Left Glove
Common Right Glove
Extravagant Pants x2
Expensive Shoes x4
Basket
Gold x2
Pillow

8) Begin by speaking with Verara Rendo. When done, loot the shop from 
stealth. Not much here, I know. Go offload. Head for Ralds Oril: Trader 
next.

Suran-Ralds Oril: Trader
o======================================================================o
***NPCs***
Ralds Oril

***CONTAINERS***
Wooden Crate
Urn x2
Chest
Ash Yam
Fire Fern
Crate
Barrel
Basket
Cloth Sack
Sack x2
Chest of Drawers

***ITEMS***
Expensive Pants
Expensive Shirt
Expensive Shoes
Imperial Shortsword
Steel Vipersword
Steel Broadsword of Hewing
Silver Shardaxe
Dreugh Helm
Dreugh Cuirass
Journeyman's Calcinator
Apprentice's Retort
Greater Soul Gem
Common Soul Gem x2
Lesser Soul Gem x2
Petty Soul Gem x2
Fire Petal
Gold Kanet
Dreugh Wax
Gravedust
Common Robe x3
Bargain Fortify Magicka
Potion of Detect Key
Potion of Cure Common Disease
Cheap Potion of Fire Shield
Potion of Cure Poison
Bamboo Candlestick x2
Candle x2
Special Flora of Tamriel
Spirit of Nirn, God of Mortals
Blue Clay Pot
Blue Glass Pot
Redware Pot x4
Peach Glass Pot x2
Pillow
The Wolf Queen, Book VII
Paper Lantern
Limeware Flask
Brief History of the Empire, v1
The Blue Book of Riddles
Bottle
Goblet
Plate
Fork
Knife
Spoon
Gold x16

***SKILL INCREASES***
Speechcraft x1

9) Speak with Ralds and exhaust all dialogue. Loot his shop from 
stealth. Note that the Dreugh Cuirass is an upgrade from the Orcish 
Cuirass in our stash. The skill book upstairs should raise Speechcraft 
to 38. Repair everything that's damaged. Go offload, remembering to 
stash the Dreugh Cuirass and the Steel Broadsword of Hewing. You should 
also have lots of soul gems, Marksman ammo, and ingredients. Back in 
Suran, head to Ibarnadad Assirnarari: Apothecary.

Suran-Ibarnadad Assirnarari: Apothecary
o======================================================================o
***NPCs***
Ibarnadad Assirnarari

***CONTAINERS***
Sack x7
Wooden Chest
Crate x2
Urn x3
Small Chest
Chest
Draggle-Tail (pod) x3
Draggle-Tail (flower) x2
Corkbulb
Ash Yam x3
Bittergreen Plant x3
Black Anther Plant x2
Desk

***ITEMS***
Plate x8
Pearl x3
Netch Leather x2
Large Kwama Egg
Bowl x4
Kagouti Hide
Bargain Restore Strength
Potion of Telekinesis
Bargain Potion of Silence
Cheap Spell Absorption
Greef
Mazte x2
Ghoul Heart
Fire Salts
Telvanni Bug Musk
Candle
Dreugh Wax x2
Chokeweed x3
Bittergreen Petals x2
Ash Yam x3
Standard Potion of Night-Eye
Quality Lightning Shield
Bargain Potion of Invisibility
Standard Fortify Willpower
Bargain Potion of Fire Shield
Potion of Cure Paralyzation
Quality Disease Resistance
Potion of Cure Common Disease x2
Cheap Potion of Shadow x2
Cheap Potion of Burden
Master's Calcinator
Journeyman's Alembic
Racer Plumes
Scales
Scathecraw
Roobrush x2
Red Lichen x2
Scrap Metal
Tankard x3
Redware Pot x2
Pitcher x3
Bottle x6
Jug
Fork x6
Knife x6
Spoon x6
Gold x16
Ceramic Candlestick
Skull
Goblet
The House of Troubles
Lives of the Saints
Pillow

10) Speak to Ibarnadad and exhaust all dialogue. Loot his shop from 
stealth. Go offload. Back in Suran, head to the Suran Tradehouse.

Suran-Suran Tradehouse
o======================================================================o
***NPCs***
An-Zaw
Ashumanu Eraishah
Jamie
Sakin Sanammasour
Hides-His-Eyes
Movisa Andas

***CONTAINERS***
Chest of Drawers x2

***ITEMS***
Silver Longsword
Chitin Boots
Chitin Greaves
Common Pants x6
Common Shirt x6
Common Shoes
Bread x11
Iron Ladle
Bucket
Broom
Tankard x9
Bottle x60
Folded Cloth x2
Jug x16
Goblet x2
Plate x3
Fork x2
Knife x2
Cup x4
Silver Viperaxe
Armun-An Bonemold Cuirass
Bonemold Boots
Bonemold Greaves
Steel Left Gauntlet
Steel Left Pauldron
Steel Right Gauntlet
Steel Right Pauldron
Pillow x2
Lives of the Saints x2
Saryoni's Sermons x2
The Consolations of Prayer x2
Redware Pot x4
Decorative Bowl
Blue Clay Pot x2
Redware Candle
Silver Shardblade
Good Skooma Pipe x2
Skooma x4
Moon Sugar x4
Bowl x2
Blue Glass Pot
Chokeweed x2
Silver Dagger
Netch Leather Boots
Netch Leather Cuirass
Netch Leather Left Pauldron
Netch Leather Right Pauldron
Iron Saber

***SKILL INCREASES***
Restoration x12
Short Blade x3
Unarmored x1
Speechcraft x1

11) I chat with Jamie first. Exhaust all dialogue, cast 80 Restoration 
cantrips, Taunt, and kill her. Restoration should increase to 76 as you 
cast. Loot, repair, and rest. Speak with Sakin Sanammasour next. 
Exhaust all dialogue, Taunt, and kill him. Short Blade should increase 
to 50 during this fight. Loot, repair, and rest. If you've been 
following me exactly, you should have 1 custom Restore Magicka potion 
and 10 Standard Potions on you. Spam the Restoration cantrip until the 
skill hits 85, restoring as needed (each Standard potion restores 
exactly 50 magicka). I use my last custom potion and seven standard 
potions to accomplish this, with 248/270 magicka at the end. Rest...

***LEVEL UP***
Level 29
+5 Speed, +5 Willpower, +1 Luck
Attributes: 100 Strength, 50 Intelligence, 75 Willpower, 100 Agility, 
95 Speed, 100 Endurance, 40 Personality, 78 Luck
Major Skills: 100 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: 36 Armorer, 46 Athletics, 15 Enchant, 100 Destruction, 
100 Alteration, 10 Illusion, 10 Conjuration, 94 Alchemy, 95 Unarmored, 
34 Security, 100 Sneak, 100 Acrobatics, 19 Light Armor, 50 Short Blade, 
90 Marksman, 38 Speechcraft, 100 Hand-to-hand
Derived Attributes: 298 Health, 225 Magicka, 375 Fatigue

Although it does factor into the next level, note that Short Blade is 
now freely usable. Next, go speak with Ashumanu Eraishah. Exhaust all 
dialogue, then pickpocket her ingredients. Loot this level and head 
upstairs. Speak with Movisa Andas. Exhaust all dialogue. Before 
Taunting, cast enough cantrips to take full advantage of 135 absorbable 
magicka. Restoration should increase to 86 as you do this. Once done, 
Taunt and kill her. Unarmored should increase to 96 during this fight, 
and Short Blade should increase to 51. Loot, repair, and rest. Loot 
this level, bedrooms included, and head up to the top floor. Speak to 
An-Zaw first, and exhaust all dialogue. Cast 90 Restoration cantrips, 
which should raise Restoration to 87. Now, taunt and kill An-Zaw. Loot, 
repair, and rest. Now speak to Hides-His-Eyes, and confront him with 
the fact that he is the escaped slave. Promise to keep his secret, then 
loot the top floor. Go back to the House of Earthly Delights to Taunt 
and kill Daric Bielle. Speechcraft should increase to 39 as you Taunt 
him, and Short Blade should increase to 52 during this fight. Loot, 
repair, and rest. Now go Taunt and kill Hides-His-Eyes. Loot, repair, 
rest, and go offload. Restock on standard magicka potions and hammers, 
as well as anything else you need. Back in Suran, head to the Suran 
Temple.

Suran-Suran Temple
o======================================================================o
***NPCs***
Elynu Saren

***CONTAINERS***
Barrel x2
Sack x2
Cloth Sack
Crate
Wooden Chest
Closet

***ITEMS***
Bamboo Candlestick x9
Homilies of Blessed Almalexia
Torch
Plate x5
Cup x5
Bottle x3
Jug x2
Fork x2
Spoon x2
Bread x2
The Cantatas of Vivec
2920, Frostfall
Pillow
The Book of Dawn and Dusk

***SPELLS***
Burden of Sin
Great Feather
Blood Despair
Almalexia's Grace
Saintly Word
Greater Resist Poison

***SKILL INCREASES***
Speechcraft x1

12) Speak with Elynu Saren and exhaust all dialogue. Admire her 
disposition to 90+. Speechcraft should increase to 40 as you do. Buy 
all of her spells. Now, loot the modest temple. Don't read 2920, 
Frostfall-grab it for the stash until we're ready to raise Conjuration. 
Go offload, stashing the skill book. Back in Suran, head to Oran Manor.

Suran-Oran Manor
o======================================================================o
***NPCs***
Ravoso Aryon
Serjo Avon Oran

***CONTAINERS***
Sack x2
Crate x5
Urn x3
Barrel x3
Closet x2
Wooden Barrel
Basket x3
Cloth Sack
Drawers

***ITEMS***
Steel Arrow x100
Steel Bolt x50
Apprentice's Lockpick
Mazte
Greef
Telvanni Bug Musk
Cheap Restore Fatigue
Bargain Restore Health
Standard Shock Resistance
Shockbite Battle Axe
Dire Shardblade
Iron Mace
Steel Shortsword
Iron War Axe
Iron Wakizashi
Steel Wakizashi
Extravagant Shirt x2
Expensive Left Glove
Expensive Right Glove
Expensive Pants
Nordic Fur Left Bracer
Nordic Fur Right Gauntlet
Nordic Fur Cuirass
Hunter's Belt
Expensive Belt
Extravagant Robe
Steel Helm
Nordic Bearskin Cuirass
Steel Left Pauldron
Ash Yam x2
Shalk Resin
Gold Kanet
Black Lichen
Netch Leather
Black Anther
Emerald
Ruby
The Eastern Provinces
Grasping Fortune
Glass Lantern
Journeyman's Lockpick x5
Master's Lockpick x2
Journeyman's Probe x5
Master's Probe x2
Ceramic Candlestick x4
Plate x9
Bowl x6
Bottle x6
Crab Meat
Bread x6
Small Kwama Egg
Rat Meat x2
Goblet x6
Fork x4
Knife x5
Pillow x3
Tankard x2
Spoon
Cup x6
Rolling Pin
Folded Cloth
Comberry
Paper x2
Basket x2
Peach Glass Pot x2
Blue Glass Pot x2
Blue Clay Pot x3
Redware Pot x3
Green Pot
Ceramic Bowl x2
Platter
Decorative Bowl x2
Iron Ladle
Bucket
Broom
Pitcher
Lives of the Saints
Saryoni's Sermons
The Book of Dawn and Dusk
Clay Pot x2
Inkwell
Quill Pen
The House of Troubles

13) Begin by speaking with Ravoso Aryon. Exhaust all dialogue, then 
pickpocket her arrows, bolts, and lockpick. Loot this ground level-this 
will certainly require an offload, so don't neglect to repair damaged 
stuff. Also be sure to stash the Hunter's Belt and the Shockbite Battle 
Axe. When finished, head upstairs. On this middle level, open the door 
to speak to Serjo Avon Oran. Exhaust all dialogue, then pick his 
pockets for some thief tools. Loot his bedroom, then head downstairs to 
another bedroom. Loot it too, then head to the top floor. Loot this 
last bedroom, and go offload. That's it for Suran, but before we set 
off into the wilderness (!), let's do an alchemy session. Head to 
Hlaalo Manor.

Balmora-Hlaalo Manor
o======================================================================o
***SKILL INCREASES***
Alchemy x2

14) Our purpose here is very basic. Leave aside all Fortify 
Intelligence and Restore Magicka ingredients, and make whatever you can 
from everything else. Alchemy should increase two ranks to 96 during 
this session. Sell off the potions, grab your Glass Dagger and about 
100 Silver Arrows, and head out toward Fort Moonmoth. Stop at the 
three-way intersection with a signpost pointing toward Caldera, 
Balmora, and Pelagiad. We are now going to progress the main quest!

o======================================================================o
|								       |
|			Bal Ur Wilderness			       |
|								       |
o======================================================================o
Sequence of Events:						{WLK009}
		1) Snowy Granius
		2) Arkngthand, Hall of Centrifuge
		3) Arkngthand, Cells of Hollow Hand
		4) Arkngthand, Weepingbell Hall
		5) Arkngthand, Heaven's Gallery
		6) Arkngthand, Land's Blood Gallery
		7) Arkngthand, Deep Ore Passage

Foyada Mamaea
o======================================================================o
***CONTAINERS***
Kreshweed
Roobrush
Steel Keg
Crate x3
Trama Root x20

***ITEMS***
Iron War Axe
Iron Cuirass
Nordic Fur Boots
Common Pants

***SKILL INCREASES***
Short Blade x1

1) Head left at the intersection, then immediately turn right and 
follow the path above Fort Moonmoth. There's a Kreshweed and a Roobrush 
here, along with a sign for Molag Mar. You'll come to a metal bridge. 
The NPC at the far end is hostile; while he is magically inclined, he 
likes summons and has an unpredictable spell pattern, so I suggest 
simply engaging him. His Skeletons will assault you while he 
spellcasts, so don't worry too much about finesse. Loot his corpse and 
the stuff on the bridge when done, then repair and rest. Head up the 
hill now, where you'll likely find a critter-I had a Kagouti. Deal with 
it, repair, rest, then turn right to find the entrance to Arkngthand. 
Before going inside, head up the hill to scope out some cool 
architecture and grab a bunch of Trama Root. You'll probably get 
attacked up here-I had a Diseased Cliff Racer. Short Blade should 
increase to 53 during this fight. Repair and rest when done, then head 
to the entrance. The door is opened with a crank about halfway down to 
the bridge.

Arkngthand, Hall of Centrifuge
o======================================================================o
***CONTAINERS***
Crate x2
Rusted Dwemer Cabinet
Steel Keg
Steel Quarter Keg

***ITEMS***
Common Belt x3
Common Pants x3
Common Shirt x3
Common Shoes x3
Steel Dagger x3
Paper
Dwarven Spear
Flin
Travel Lantern
Ornate Dwemer Goblet x2
Ornate Dwemer Pitcher
Dwemer Mug

***SKILL INCREASES***
Armorer x1

2) Welcome to our first *real* dungeon. This baby has six zones to 
explore, and it's also our first Dwemer ruin, the coolest dungeons in 
the game if you ask me. Nab a Crate on the left as you enter, then head 
forward into the big central chamber. You should be able to attract the 
first bandit, Frink Ruuz, from the ramp without alerting anyone else. 
Loot, repair and rest (it's fine to step outside) when he's down. You 
can probably attract the second bandit, Surus Velvus, the same way, but 
feel free to descend to the bottom and engage him there. Loot, repair, 
and rest (you should be able to do so in the western half of the 
cavern) when he's down. You should notice three "exits" from this cave; 
a tunnel to the east, a middle level to the west, and a ground level to 
the west. Head to the middle western level first, and loot the 
platform. The guaranteed Dwarven Spear here is an upgrade from our 
stashed Silver Spear. You'll quickly notice that Dwarven loot is heavy; 
many trips will be needed to offload. Don't enter the Cells of Hollow 
Hand just yet; go explore the ground level on the west side. No loot, 
but three exits. Head for the eastern tunnel now, looting the first 
room before following the tunnel around a corner. Descend several ramps 
to find the third bandit, Cristus Lync. Loot, repair, and rest (the 
zone is now empty) when he's down. Armorer should increase to 37 as you 
make these repairs. At the bottom, note the two exits as well as the 
cave-ins. Loot the room with the tables. When done, I suggest stacking 
up everything you've found at the exit, then entering the Cells of 
Hollow Hand through the lower-level entrance in the eastern tunnel.

Arkngthand, Cells of Hollow Hand
o======================================================================o
***CONTAINERS***
Crate x11
Steel Keg x2
Steel Quarter Keg

***ITEMS***
Common Belt
Common Pants x2
Common Shirt
Common Shoes
Steel Dagger
Sujamma
Mazte
Travel Lantern
Apprentice's Armorer's Hammer
Rusty Dwemer Cog x10
Dwemer Tube
Pewter Candlestick x2
A Dance in Fire, Chapter 4
Iron War Axe
Iron Cuirass
Netch Leather Boots
Expensive Belt
Bargain Fire Resistance
Bargain Potion of Shadow
Bargain Rising Force Potion
Potion of Cure Common Disease
Potion of Dispel
Scroll of Ondusi's Unhinging x3
Dwemer Mug x5
Ornate Dwemer Goblet x9
Ornate Dwemer Pitcher x2
Ornate Dwemer Bowl x2
Dwemer Puzzle Box

***SKILL INCREASES***
Short Blade x1

3) You'll immediately be attacked by Idhdean Tailas, another bandit. 
Short Blade should increase to 54 during this fight. Loot, repair, and 
rest (in the Hall of Centrifuge) when he's down, then loot this small 
area. I happened to find Frost Salts here, but we're nearing the point 
in character development where we needn't worry about magicka potions 
anymore. The skill book is for the already-maxed Acrobatics, so feel 
free to read it. Head out and stash all your loot at the entrance, then 
go to the other door leading to the Cells of Hollow Hand. In this 
separate area, you'll encounter a tougher bandit named Boss Crito. 
Loot, repair, and rest, then loot this room, running out to the 
entrance as needed. In particular, find the Dwemer Puzzle Box we need 
for the main quest in this room. When everything is stashed at the 
entrance, head to the three Weepingbell Hall doors in the main room of 
the Hall of Centrifuge. Take the one on the right.

Arkngthand, Weepingbell Hall
o======================================================================o
***CONTAINERS***
Crate x2

***ITEMS***
Steel Spear
Common Belt x3
Common Left Glove
Common Pants x3
Common Right Glove
Common Shirt x3
Common Shoes x3
Apprentice's Armorer's Hammer
Journeyman's Lockpick
Dwemer Mug x4
Travel Lantern
Rusty Dwemer Cog x2
Steel Dagger
Iron Tanto

***SKILL INCREASES***
Security x1
Short Blade x1
Athletics x1

4) Head down the stairs, disarm the trap on the door, and fight a 
bandit, Red Livia, in the room to the right. Loot, repair, and rest. 
Loot this room, then proceed down the hall. Take the door on your right 
to see an empty bedroom. Disarm the trap on the next door and Security 
should increase to 35. Head through to be attacked by another bandit, 
Dathman Mochtuis. Short Blade should increase to 55 during this fight. 
Loot, repair, and rest. Proceed through the tunnel he was guarding to 
encounter another bandit, Lalaine Essagan. Loot, repair, and rest. 
You'll soon arrive at a fork. Go left first to return to the Hall of 
Centrifuge. Drop off your loot at the entrance, then return to the 
three doors and take the center one. Athletics should increase to 47 
around now. Turn left and take the door into Heaven's Gallery.

Arkngthand, Heaven's Gallery
o======================================================================o
***CONTAINERS***
Crate x10
Steel Keg x6
Rusted Dwemer Cabinet x3
Heavy Dwemer Desk x3
Ornate Dwemer Chest

***ITEMS***
Ornate Dwemer Bowl x2
Chitin Dagger
Common Belt x3
Common Pants x3
Common Shirt x3
Common Shoes x3
Candle
Rusty Dwemer Cog x2
Travel Lantern
Steel Warhammer
Iron Dagger
Cloth Left Bracer
Cloth Right Bracer
Ornate Dwemer Pitcher
Dwemer Mug

***SKILL INCREASES***
Unarmored x1

5) Loot this upper platform, then drop through the hole in the center 
to engage a bandit, Coirtene Liore. Unarmored should increase to 97 
during this fight. Loot, repair, and rest, then loot this room. There 
are two exit tunnels here. Take the west one first. Take advantage of 
our 100 Acrobatics to navigate the lava and get on the bridge. Continue 
through the tunnel ahead. In a neat observatory, find another bandit, 
Bato Veranius. Loot, repair, and rest once he's down, then loot the 
observatory. You'll need to jump onto the stones to the right of the 
entrance to reach the upper ledge, where the goodies are. Head back to 
the fork now, and take the northern tunnel. Find the final bandit, 
Irbran Kirbatha, here. Loot, rest, and repair when he's down. Loot this 
last room, then go stash everything at the dungeon entrance. When done, 
prepare for a toughness spike as you pick open the doors to the Land's 
Blood Gallery. Head inside. 

Arkngthand, Land's Blood Gallery
o======================================================================o
***CONTAINERS***
Heavy Dwemer Desk
Steel Dwemer Table
Ornate Dwemer Chest
Steel Dwemer Closet
Steel Quarter Keg x7
Heavy Dwemer Chest
Steel Keg x3

***ITEMS***
Ornate Dwemer Bowl
Ornate Dwemer Pitcher
Ornate Dwemer Goblet x3
Dwemer Coin

***SKILL INCREASES***
Restoration x1
Short Blade x3

6) We need to revise our tactics a bit here, as our opponents are now 
leveled Dwemer creatures. This means we have respawns to contend with, 
for one thing, so we want to minimize transitions in and out of the 
zone. For another, we might run into Dwarven Spectres, which is why I 
had you bring the Glass Dagger and Silver Arrows. Finally, they're all 
a lot tougher than the low-level bandits we've been knocking around. 
Descend the steps in front of you to reach a fork. Turn right to find 
your first critter-I happened to have a Dwarven Spectre, so before 
engaging I cast 70 Restoration cantrips. This should raise Restoration 
to 88. The Glass Dagger does a real number relative to the Chitin 
Dagger when I kill this thing. Short Blade nonetheless increases to 56 
here. Repair once he's down; you won't be able to rest, so cast Hearth 
Heal until your health is restored (took me six casts). I have another 
Dwarven Spectre wandering nearby, who gets the same treatment and 
refills my magicka. Repair and heal up again using Hearth Heal, then 
explore to the left of the fork (leave all doors closed until I say 
otherwise). I have a Steam Centurion in this tunnel-these guys are 
tough, be wary. They are vulnerable to normal weapons, but they hit 
hard. Repair and heal up when done-resting is still not an option. I 
find another Steam Centurion next (FYI, I haven't really left the 
initial fork yet-these are all the wanderers!). Short Blade should 
increase to 57 during this fight. Repair and heal up (still no 
resting). I run into a Centurion Sphere, still at the same fork. 
They're tough, but not as bad as Steam Centurions. Once he's down, 
repair and heal up-I get another Dwarven Spectre in the same tunnel. At 
least he restores some magicka-I had to quaff a potion to accomplish 
the last round of healing. With him down, I can finally rest by 
wandering down the left fork. Descend the stairs to another fork, then 
turn left to descent another set of stairs. Loot this room, then head 
through the doors here. This ultimately loops back to the entrance, so 
take what was the right fork from there. When you reach two doors, 
disarm both traps on the left one and open it to find the zone's last 
two enemies-I had two Steam Centurions. Do your best to fight them one 
at a time, repairing and resting between fights. Short Blade should 
increase to 58 during the first fight. With them down, go loot the room 
they were in. I suggest dropping all loot at the door back to Heaven's 
Gallery, then take the final fork to enter the Deep Ore Passage.



o======================================================================o
|								       |
|			       Items {ITM001}			       |
|								       |
o======================================================================o

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-Dungeons Around Seyda Neen.

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.

Special Thanks
o======================================================================o

Haeravon-For inspiring me to write a detailed, front-to-back, maximum-
power guide like this. He also graciously permitted me to use his 
old guides as a formatting template.

The UESPWiki, for all the information I relied on to create my 
strategies. Almost all of the information collected here was transposed 
from their website.

The UHS (Universal Hint System), for their Region Maps, which assisted 
me in deciding when to tackle which dungeons.

The Elder Scrolls Wiki, for a few tidbits of information (mainly set 
locations of particular generic items) not documented on UESP.

			   ***END OF FILE***
 

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