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Version 1.00
Guide Information
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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
intact.
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
<---------------------------------------------------------------------->
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
tarvis79 on YouTube
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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
o======================================================================o
>>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<
I. Introduction {INT001}
4. Rewards {INT005}
5. Mods {INT006}
6. Options {INT007}
3. Skills {CHR004}
4. Leveling {CHR005}
5. Races {CHR006}
6. Classes {CHR007}
7. Birthsigns {CHR008}
1. Alteration {SPL002}
2. Conjuration {SPL003}
3. Destruction {SPL004}
4. Illusion {SPL005}
5. Mysticism {SPL006}
6. Restoration {SPL007}
Tribunal {WLK030}
Bloodmoon {WLK031}
V. Items* {ITM001}
VII.Updates/Thanks {UPD001}
Note: When searching for items in the FAQ, be sure to include the
the index more efficient. For example, when I refer to later parts of
what you're looking for, as I reference other parts of the FAQ very
o======================================================================o
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| Introduction {INT001} |
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games, I won't even try to hide it. This is my first FAQ, and it's
source of information about this game out there: the UESPWiki. Almost
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
o======================================================================o
of the Thief, System Shock, Deus Ex, and Bioshock series before getting
but I find that for my own purposes, I actually prefer text walkthroughs
walkthroughs for all the games currently on YouTube, and I'll eventually
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
o======================================================================o
other tidbits that will help you navigate this guide. For starters,
during the main FAQ I'll break up the various chapters and
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| Large Heading |
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During the FAQ, I'll break up different areas with a thick line:
Thick line
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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...
over the course of time. Life and all. So cut me some slack. Besides,
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
Items {INT004}
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Most containers in this game contain randomized loot, and as such I will
predetermined loot in it, I'll specify that. All static loot, including
Rewards {INT005}
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When you complete a quest, or otherwise gain some story award, I will
include the reward upon the quests conclusion. Where needed, I will
Mods {INT006}
o======================================================================o
For the purposes of this guide, I will assume that you are playing the
game unmodified with both expansions installed and active. I will also
assume that you have all of the official plugins. The easiest way to
play in line with this walkthrough is to download the Game of the Year
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
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
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
o======================================================================o
The game technically has 201 difficulty settings, adjustable from -100
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
o======================================================================o
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
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:
want every attribute at 100, every skill at 100, and to reach the
-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
Don't pay trainers. Why buy training when you can level skills for free
yourself?
Don't mind the grind. There are a few skills that just have to be maxed
to be any good, and at least two of these are necessary to stay sane-
Sneak for any and all thieving, and Athletics because you start out
moving about half as fast as the average slug. There are also weapons
and magic schools that just don't get a lot of "natural" use. If you
don't care about maxing everything, then Sneak and Athletics are
probably all you need to consider grinding. Just be aware there will be
plenty of it.
Lots of loot is random. As such, I will write the guide around things
like "best spear you've found" or "best heavy armor you've found" when
guaranteed instances of all the final gear I target, save one item
that must come from a random drop. I'll discuss this more in the
you're working on (so you can skill train on trash monsters and more
least until everything is raised and then you can collapse to the best
all-around.
Don't dispose of corpses. Take the items you want and leave them, as
disposing of the corpse WILL cause a new critter to spawn the next
time you enter the zone. Leaving the corpses won't prevent respawning,
but it will slow it to a much more manageable rate. Of course, you can
game and they drop exceedingly powerful paralyzing weapons. You can
questline a bit, but I recommend letting them keep coming and getting
Arkngthand gave me 2 ranks in Long Blade," but that's all I can do.
Because listing all the clutter would get incredibly unwieldy, however,
shopkeeper. For example, say you steal a copy of Lives of the Saints
the Saints. If you try to sell them to Arrille, he will declare that he
owns it and call the guards on you. Therefore, we will deviate from the
things we will actually use, rather than items we merely intend to sell.
This means alchemy ingredients, thief tools, repair tools, soul gems,
and weapon/armor upgrades are fair game, while clutter, books, and
just buy what you need. Money becomes no object very quickly in
Morrowind.
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Below are details, sourced from personal experience and the inestimable
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
o======================================================================o
Scrolls: Arena, which was finally abandoned in Skyrim. Each of the eight
the others.
For each attribute, I will first list how the game itself describes it.
actually does. I will then list all the skills governed by that
skills affect multipliers for that attribute when leveling. The actual
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,
rankings:
2: Strength
3: Agility
5: Willpower
6: Intelligence
7: Personality
Strength
<---------------------------------------------------------------------->
In-game text: "Affects your starting Health, how much you can carry,
the two together and divide them in half, and you do NOT count any
Maximum Fatigue has the most factors, but is simply the sum of your
Strength also effects the damage done by Marksman weapons. Note that
values.
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
Strength, then, gives you extra damage, extra looting, AND extra
Priority: 2/7
Intelligence
<---------------------------------------------------------------------->
values.
Willpower
<---------------------------------------------------------------------->
In-game text: "Affects your ability to resist magic, and your maximum
Fatigue."
can innately resist the effects of Paralyze and Silence only, and that
Fatigue. The thing left out by the text, however, is probably the most
of Conjuration and Illusion, even though those skills are not governed
by Willpower.
values.
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
Agility
<---------------------------------------------------------------------->
In-game text: "Affects your ability to dodge and hit targets in melee as
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
values.
Acrobat, Agent, Archer, Crusader, Monk, Thief, Witchhunter
Endurance, and Luck. It only loses to Strength because the hit rates it
even with the direct benefit of skills, hit rate is a great value. Dodge
Priority: 3/7
Speed
<---------------------------------------------------------------------->
Details: The in-game text is fully adequate here. The movement speed
swimming, or levitating.
values.
character, and I prefer to get faster sooner rather than later. If you
behind Intelligence)
Endurance
<---------------------------------------------------------------------->
In-game text: "Affects your starting Health, your Health gain per level,
Endurance actually slows down Fatigue loss from all actions, like
its exclusive control over Health gain per level. Your Health increase
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
uses base Endurance only. While this does factor in Birthsign boosts,
Skills Governed: Endurance governs the skills of Spear, Heavy Armor, and
values.
pool, and its bonuses are *not* retroactive. This makes it the only
100.
Personality
<---------------------------------------------------------------------->
In-game text: "Affects your ability to deal with other characters and
(Admire, Intimidate, Taunt, and Bribe), and the base prices you get when
buying or selling goods. The latter two are more directly influenced by
Save scumming can solve any persuasion problems, which also solve any
last.
Priority: 7/7
Luck
<---------------------------------------------------------------------->
however, that the persistent myth that Luck somehow affects randomized
loot is false.
Classes That Favor Luck: None of the preset classes have Luck as a
favored attribute.
everything when you raise it. The issue that makes it a top-priority
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
o======================================================================o
Health
<---------------------------------------------------------------------->
In-game Text: "The amount of damage you can take before you die.
select your race, gender, and favored attributes but *before* you choose
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
are added to the sum, but the additional 25 Endurance from The Lady is
not.
each level up. Note that here, bonuses from Birthsigns will count, as
they are part of your base Endurance. However, any Fortify Endurance
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
Health is visually represented by the red bar in the bottom left corner
resting.
Magicka
<---------------------------------------------------------------------->
resting."
Magicka. I always choose Magicka, and I'll discuss why in greater detail
below.
absorption.
Fatigue
<---------------------------------------------------------------------->
In-game text: "How tired you are. Low Fatigue makes it harder to
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
so all builds have a base Fatigue cap of 400. This can be meaningfully
Encumbrance
<---------------------------------------------------------------------->
the maximum.
Encumbrance is derived by multiplying a character's current Strength by
respectively.
Skills {CHR004}
o======================================================================o
Each of these skills is discussed in some depth below. They are not
that a few skills be freely usable from the outset. These will be
listed:
Top three trainers of that skill, along with their locations and their
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
Details: Unlike later games, Blocking is not under the player's control.
Rather, when the player has a shield equipped, the Block skill
they magical or from Marksman weapons. Blocking can only occur in a 120
actual angles is bugged. The Block chance varies from 10% to a cap of
Rogue, Witchhunter
Top Trainers: Ulms Drathen, Armigers Stronghold, Molag Mar (up to 71);
Books that raise Block: Death Blow of Abernanit; The Mirror; A Dance in
Sermon 32.
skill raises. Only successful blocks raise the skill, and as the skill
increases, the additional block success more than makes up for the
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
weakest possible enemy (a Mudcrab) and let it wail on you. While this is
possible as early as the lighthouse outside Seyda Neen, you also need to
be able to keep your shield in good repair, which means you have to go
as far as Pelagiad since Arrille does not restock any repair tools. Buy
any shield, along with a stack of repair tools, from Uulernil. Also be
sure you get restore health potions from Ygfa at Fort Pelagiad, as she
restocks them. Head a bit south to the beach outside Mannammu, where
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
<---------------------------------------------------------------------->
top effectiveness. Worn weapons do less damage. Worn armor provides less
protection against attacks. As wear increases, the diminishing
Details: Those who started in Skyrim didn't have to deal with the hassle
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
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
Specialization: Combat
Warrior
raise. For starters, anytime you fail, you gain no experience at all.
Second, the experience gain for successful repairs is tiny, making the
even if you did pay for training, you're capped at 70 due to a glitch.
your own gear and what you pick up from enemies, after every battle,
Ideally, those enemies will drop repairable gear of their own. While I
would never recommend grinding Armorer (it levels SO SLOWLY, and it will
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
Plaza in Vivec, and buy all the repair tools he has. I would also
suggest having a full suit of armor on. Finally, head down and clear
the Foreign Quarter Tomb. Any Skeletons you fight will drop weapons and
shields, and you can repair those in addition to your own gear. The
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
Details: Those who started in Oblivion or Skyrim only saw two armor
three classes, with another skill allowing you some protection with no
armor falls between light and heavy in terms of both weight and
protection. As the skill gets higher, each piece of medium armor you
Specialization: Combat
Warrior
Cinia Urtius, who would appear at the docks at Tel Fyr. However, this
Books that raise Medium Armor: Cherim's Heart of Anequina; Bone, Part
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
once my strength hits 100. You can, of course, do whatever you wish.
set of Bonemold Armor from the Eastern Guard Tower in Balmora. When that
have restocking repair tools (Uulernil) and healing potions (Ygfa). Head
south to the beach near Mannammu and let the Mudcrabs wail on you,
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
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
Specialization: Combat
Governing attribute: Endurance
Knight, Warrior
Top Trainers: Ulms Drathen, Armigers Stronghold, Molag Mar (up to 71);
Books that raise Heavy Armor: Hallgerd's Tale; 2920, Mid Year;
Sermon 12.
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.
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
(Uulernil) and healing potions (Ygfa). Head south to the beach near
Mannammu and let the Mudcrabs wail on you, keeping the armor in decent
Blunt Weapon
<---------------------------------------------------------------------->
In-game text: "Blunt Weapon skill makes you more effective when using
to hit rate, raising this skill makes it easier to hit enemies when
wielding anything classed as a Blunt Weapon. In ascending order of
Specialization: Combat
Warrior, Witchhunter
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
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
attack. You can get a guaranteed Chitin Club at Ralen Tilvur's shop in
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
<---------------------------------------------------------------------->
In-game text: "Long Blade skill lets one use broadswords, sabers,
to hit rate, raising this skill makes it easier to hit enemies when
Specialization: Combat
Racial bonuses: Redguard (+15); Imperial (+10); Dark Elf, Nord (+5)
Rogue
Top Trainers: Larrius Varro, Moonmoth Legion Fort (up to 74);
100).
Books that raise Long Blade: Words and Philosophy; 2920, Morning
Joinable Factions that favor Long Blade: Blades, East Empire Company,
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,
attack. You can get a guaranteed Iron Saber at Moonmoth Legion Fort
potions (Ygfa), which should be everything you need. Kill the Mudcrabs,
Axe
<---------------------------------------------------------------------->
In-game text: "Axe skill helps a user wield heavy chopping weapons like
to hit rate, raising this skill makes it easier to hit enemies when
Specialization: Combat
Rogue
to 100).
Books that raise Axe: The Third Door; The Axe Man; The Seed; 36 Lessons
Miscellaneous comments: Axe raises a little bit faster than the other
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
attack. You can get a guaranteed Chitin War Axe from the Eastern Guard
Tower in Balmora. I will actually suggest sticking with the Pelagiad
potions (Ygfa), which should be everything you need. Kill the Mudcrabs,
Spear
<---------------------------------------------------------------------->
to hit rate, raising this skill makes it easier to hit enemies when
Specialization: Combat
up to 100).
Books that raise Spear: Smuggler's Island; 2920, First Seed; 36 Lessons
Legion.
Spear, the weakest option. The Daedric Spear is the best generic option
You can get a guaranteed Chitin Spear from the Fighters Guild in
the Mudcrabs will take plenty of hits to drop at high difficulty with
gives you restocking repair tools (Uulernil) and healing potions (Ygfa),
which should be everything you need. Kill the Mudcrabs, repair, heal,
Athletics
<---------------------------------------------------------------------->
In-game text: "Athletics skill trains and conditions one for running and
swimming. Skilled athletes move short and long distances over land with
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
Specialization: Combat
(up to 75);
Joinable Factions that favor Athletics: Clan Aundae, Clan Berne, House
tends to take care of itself, so long as you spend most of your time
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
about 3 real-life days (yeah). If you don't mind taking an extra day or
so, you can do it by running into a corner in the Census & Excise
Enchant
<---------------------------------------------------------------------->
In-game text: "This skill governs the creation, use, and recharging of
items. Enchanted items burn less power, and are recharged more
Details: The in-game text adequately describes all the benefits of the
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)
Spellsword
by i) Calming him and raising his disposition high enough to stop him
him.
Books that raise Enchant: Feyfolken I; The Wolf Queen, Book VIII;
Palla, Book II; 36 Lessons of Vivec, Sermon 19; The Final Lesson.
Mages Guild.
Miscellaneous comments: You should be aware that, even with 100 Enchant
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
Trap, kill something that respawns using that weapon (like those
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
Be aware that you can also raise the Enchant skill (very slowly) by
use item available until the skill is maxed. This has an added
based on the skill-even for Atronachs, who can't recharge their magicka.
Destruction
<---------------------------------------------------------------------->
In-game text: "The destruction skill is the mastery of the spell effects
Specialization: Magic
Sorcerer, Spellsword
Quarra Clan.
custom spell with a given magical effect, you must already know a spell
which uses that effect. The difference between effects and spells is
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
choice.
Alteration
<---------------------------------------------------------------------->
Specialization: Magic
Telvanni.
custom spell with a given magical effect, you must already know a spell
which uses that effect. The difference between effects and spells is
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
is an excellent choice.
Illusion
<---------------------------------------------------------------------->
Specialization: Magic
Sorcerer
Top Trainers: Erer Darothril, Dirty Muriel's Cornerclub, Sadrith Mora
Books that raise Illusion: The Wolf Queen, Book III; Silence; Incident
custom spell with a given magical effect, you must already know a spell
which uses that effect. The difference between effects and spells is
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
is an excellent choice.
Conjuration
<---------------------------------------------------------------------->
Specialization: Magic
Witchhunter
Top Trainers*: Avus Belvilo, Storage Shack, Dren Plantation (up to 70);
custom spell with a given magical effect, you must already know a spell
which uses that effect. The difference between effects and spells is
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
is an excellent choice.
Mysticism
<---------------------------------------------------------------------->
In-game text: "The spells of the College of Mysticism shape and focus
Specialization: Magic
Sorcerer
100).
Books that raise Mysticism: The Firsthold Revolt; 2920, Sun's Dawn; 36
Charwich-Koniinge, Volume 3.
custom spell with a given magical effect, you must already know a spell
which uses that effect. The difference between effects and spells is
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
is an excellent choice.
Restoration
<---------------------------------------------------------------------->
fortify the body's attributes and abilities, cure disease, and protect
attributes."
Specialization: Magic
Spellsword
Monk
Top Trainers: Leles Birian, Piernette's Farmhouse (up to 81);
Part 2.
Tribunal Temple
custom spell with a given magical effect, you must already know a spell
which uses that effect. The difference between effects and spells is
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
is an excellent choice.
Alchemy
<---------------------------------------------------------------------->
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
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,
simple trial and error. Even if you can't visually identify an effect,
duration, and value of created potions all increase. Those values are
retorts in addition to the required mortar & pestle. The quality of any
Racial bonuses: High Elf (+10); Argonian, Breton, Wood Elf (+5)
Books that raise Alchemy: A Game at Dinner; The Cake and the Diamond;
way to make yourself powerful. Apart from your raw levels, power comes
fortify Intelligence are ash yams, bloat, netch leather, and horker
as raising the skill to 100 for simple build purposes, the easiest thing
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
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
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
Unarmored
<---------------------------------------------------------------------->
In-game text: "Unarmored skill lets one avoid or reduce injury during
blows. Those versed in this skill are better defended wearing no armor
Obviously, anything with a better armor rating than that will still
Specialization: Magic
100).
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
you wish. When you're ready, take off all your armor and go find some
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
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
Specialization: Stealth
Governing attribute: Intelligence
Books that raise Security: The Locked Room; The Wolf Queen, Book I; The
Orders.
even when there is a success, you burn one of the limited uses each
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
you can also raise Alteration. The only way to grind the skill is to
and then pick it open. You should ideally be near someone who restocks
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
Sneak
<---------------------------------------------------------------------->
In-game text: "The Sneak discipline is the art of moving unseen and
Details: The in-game text is pretty accurate. Sneak, along with Agility,
rather broken (they actually didn't finish coding it), and it's almost
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
Specialization: Stealth
*Sneak is the only skill in the game with two Master Trainers.
Books that raise Sneak: The Wolf Queen, Book VI; 2920, Last Seed;
high levels, where it's like the engine finally turns over and it
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
way to raise the skill, you just won't succeed at low levels, making it
Grinding: If you want to grind Sneak (and trust me, you do), find
somebody who's alone, weight the sneak key, and leave for about 8
hours. I usually turn around and head back into Census and Excise right
after character creation ends and use Sellus Gravius to max my skill
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."
you both jump farther and can fall farther without taking damage.
Specialization: Stealth
to 77);
it gets high, you can make some pretty ludicrous jumps, and there are
plenty of dungeon areas that are only accessible with either high
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
Vivec's cantons.
Light Armor
<---------------------------------------------------------------------->
In-game text: "Light armor skill lets one move and defend while wearing
and glass armor. To use any style of armor effectively, the wearer must
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
Specialization: Stealth
Racial bonuses: Wood Elf (+10); Dark Elf, Imperial, Khajiit (+5)
to 70);
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
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.
if you like the Light Armor aesthetic, you'll do just fine in glass
your first Dark Brotherhood attack. Kill the assassin and presto, you
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
<---------------------------------------------------------------------->
to hit rate, raising this skill makes it easier to hit enemies when
Specialization: Stealth
Rogue, Thief
Sermon 30.
Joinable Factions that favor Short Blade: Clan Berne, House Hlaalu,
more slowly than the other melee skills. If you're grinding, I suggest
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
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,
Marksman
<---------------------------------------------------------------------->
In-game text: "With the marksman skill, one is more effective with
ranged weapons like the short bow, long bow, crossbow, throwing star,
to hit rate, raising this skill makes it easier to hit enemies when
Specialization: Stealth
Pilgrim, Witchhunter
Classes with Marksman as a Minor Skill: Barbarian, Battlemage, Monk,
Books that raise Marksman: The Gold Ribbon of Merit; A Dance in Fire,
Short Bow and shooting Chitin Arrows. While this isn't the weakest
practical, given the need for ammunition. The Daedric Long Bow is
the best generic option here. I always end up toting a Daedric Long
things. You can get a guaranteed Chitin Short Bow from Mebestien Ence
which should be everything you need. Kill the Mudcrabs, repair, heal,
Mercantile
<---------------------------------------------------------------------->
In-game text: "Mercantile skill is the art of buying low and selling
high. This skill guarantees lower initial prices for goods, equipment,
bargaining."
purchases. Additionally, you can take that initial offer and attempt to
up to 100).
Books that raise Mercantile: The Buying Game; The Wolf Queen, Book IV;
Chapter 7.
Hlaalu.
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
bargain," this refers to either selling a single cheap item for all
gold.
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
bargains, while more likely to fail, also grant more skill experience.
Speechcraft
<---------------------------------------------------------------------->
Details: The in-game text is fairly accurate. There are four ways to
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
will goad an NPC into attacking you. This can be desirable if you want
same factors as Admire. Finally, you can Bribe NPCs with 10, 100, or
Specialization: Stealth
Books that raise Speechcraft: Biography of the Wolf Queen; The Wolf
Queen, Book V; 2920, Second Seed; The Wolf Queen, Book VII; 36 Lessons
purpose into attacking you, and raise your weapon skills to boot! If
you need to buy anything at all from anyone, having their disposition
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
<---------------------------------------------------------------------->
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
Specialization: Stealth
Pilgrim, Thief
Books that raise Hand-to-Hand: The Prayers of Baranat; The Wolf Queen,
match, but because the damage of your fists is so low, it is never more
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
to get three 5x multipliers (if you don't care to raise Luck) or two 5x
"wasted" skill increases. You have more wiggle room in Morrowind due to
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
you need to examine the relationship between a skill and its governing
attribute. For instance, if you raise Acrobatics while level 2, you'll
multiplier depends on the number of skill increases. You can accrue the
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
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
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
get major or minor skills to decrease. New skill gains after such a
There is also one bug that you should be aware of. When attempting to
raise an attribute from 95 to 100, sometimes the game fails to give you
the multiplier you've earned. I play on PC, and I usually fix this with
the console and a clean conscience. If this happens to you on Xbox, your
99) and finishing it off at the next level. You have enough cushion
levels that this shouldn't be a problem, but make sure you keep a backup
save every time you level up in case you need to tweak your plan.
Races {CHR006}
o======================================================================o
Now, we get to the part where actual choices begin to be made. Every
character can eventually get 100 in all skills and 100 in all
attributes, but you can only be one of the ten races. You have to make
this choice at the very beginning, after choosing your name. You will
concurrently choose your sex and your appearance. I'll lead with a
discussion of what does and doesn't matter in race selection, along with
all the different ways it can affect your games, before giving the
you're male or female, but those are few and far between and are always
attributes.
Each of the ten races has bonuses to certain skills. This is fairly
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
between 30 and 50 for each. These do vary based on sex. The only truly
means more health at the end, so if you're going max Health or bust, you
Every race has a few special chracteristics that make it unique. I'll
discuss those in the detailed segments below. They fall into three
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.
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,
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
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
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
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
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
the Main Quest (spoiler-you become immune to all diseases). Their only
not enough to overcome the huge drawback that is the inability to wear
Breton
<---------------------------------------------------------------------->
with the mercurial forces of magic and the supernatural. Many great
sorcerers have come out of their home province of High Rock, and in
enchantment, and alchemy, even the humblest of Bretons can boast a high
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
itself. Their innate 50% resistance to Magicka makes them beastly, but
Fire, Frost, Poison, and Shock. It also does nothing against Paralyze,
better maximum Magicka. Bretons are a great choice if you're scared off
Dark Elf
<---------------------------------------------------------------------->
In-game text: "In the Empire, "Dark Elves" is the common usage, but in
Self
Discussion: Dark Elves arent bad, but they aren't great either. Both
frost, and shock, you must also contend with poison and direct magic
High Elf
<---------------------------------------------------------------------->
In-game text: "The High Elves consider themselves the most civilized
based on Altmer speech and writing, and most of the Empire's arts,
arcane arts, and High Elves boast that their sublime physical natures
make them far more resistant to disease than the 'lesser races.'"
the Breton, it makes them the uncontested winners in the race for maxed
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
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
<---------------------------------------------------------------------->
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
Target
Endurance for both sexes, means there's nothing compelling here. They
them when you could pick a race that actually helps you? Powers are less
Emperor has its uses as well. I wouldn't use them, but if you do, you
Khajiit
<---------------------------------------------------------------------->
for sweets, especially the drug known as skooma. Many Khajiit disdain
Discussion: Khajiit are, for my money, the worst race you could choose.
useless powers, and the equipment drawbacks of a beast race, all in one
Nord
<---------------------------------------------------------------------->
stubborn, and hardy, Nords are famous for their resistance to cold,
Nord culture; Nords of all classes are skilled with a variety of weapon
and armor styles, and they cheerfully face battle with an ecstatic
Skill Bonuses: +10 Axe; +10 Blunt Weapon; +10 Medium Armor;
+5 Heavy Armor; +5 Long Blade; +5 Spear
Discussion: If you want maximum Health and don't care about Magicka,
Nords, along with Orcs, are terrific choices. A male Nord has that
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%
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
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,
Power-Berserk:
Discussion: If you want maximum Health and don't care about Magicka,
Orcs, along with Nords, are great choices. Both sexes start with that
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
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
Breton or High Elf, but if you're positive you don't want to use magic
Redguard
<---------------------------------------------------------------------->
though their pride and fierce independence of spirit makes them more
cultural affinities for many weapon and armor styles, Redguards are
foot."
Base Attributes, Male: 50 Strength; 30 Intelligence; 30 Willpower;
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,
per day. Redguards also possess two modestly beneficial abilities. The
disease resistance becomes irrelevant thanks to the Main Quest, and the
Wood Elf
<---------------------------------------------------------------------->
In-game text: "The Wood Elves are the various barbarian Elven clanfolk
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."
+5 Alchemy; +5 Acrobatics
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
point bonus. They also level faster than skills outside that
bonuses. If you're going for maximum level, you need to keep most of
here, and again below, that there's no good reason to choose favored
skills. Major skills receive a 25 point bonus, and level faster than
all others. Minor skills receive a 10 point bonus, and level faster
your specialization levels the most slowly. The problem is that each
attribute multipliers when you need them. There is more detail in the
a class:
so that your maximum level remains at 78. You have exactly 5 points of
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
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
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
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 can come up with a custom class that better suits your needs.
Acrobat
<---------------------------------------------------------------------->
Agent
<---------------------------------------------------------------------->
Specialization: Stealth
Archer
<---------------------------------------------------------------------->
and swift maneuver, and engaged in melee with sword and shield after
Specialization: Combat
Assassin
<---------------------------------------------------------------------->
In-game text: "Assassins are killers who rely on stealth and mobility
with short blades for close work. Assassins include ruthless murderers
Specialization: Stealth
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,
Specialization: Combat
Bard
<---------------------------------------------------------------------->
adventure for the wisdom and insight to be gained, and must depend on
sword, shield, spell and enchantment to preserve them from the perils
Battlemage
<---------------------------------------------------------------------->
versatility for the ability to supplement melee and ranged attacks with
Specialization: Magic
Crusader
<---------------------------------------------------------------------->
In-game text: "Any heavily armored warrior with spellcasting powers and
Specialization: Combat
Major Skills: Blunt Weapon, Long Blade, Destruction, Heavy Armor, Block
Healer
<---------------------------------------------------------------------->
In-game text: "Healers are spellcasters who swear solemn oaths to heal
the afflicted and cure the diseased. When threatened, they defend
Specialization: Magic
Speechcraft
Knight
<---------------------------------------------------------------------->
Specialization: Combat
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
Monk
<---------------------------------------------------------------------->
Specialization: Stealth
<---------------------------------------------------------------------->
Specialization: Magic
Pilgrim
<---------------------------------------------------------------------->
arms, armor, and magic, and through wide experience of the world, they
Specialization: Stealth
Medium Armor
Rogue
<---------------------------------------------------------------------->
In-game text: "Rogues are adventurers and opportunists with a gift for
Specialization: Combat
Scout
<---------------------------------------------------------------------->
Specialization: Combat
Sorcerer
<---------------------------------------------------------------------->
summonings and enchantments. They are greedy for magic scrolls, rings,
armor and weapons, and commanding undead and Daedric servants gratifies
their egos."
Specialization: Magic
Minor Skills: Illusion, Medium Armor, Heavy Armor, Marksman, Short Blade
Spellsword
<---------------------------------------------------------------------->
and soldiers-of-fortune."
Specialization: Magic
Thief
<---------------------------------------------------------------------->
who kill and loot, thieves typically choose stealth and subterfuge over
Specialization: Stealth
Warrior
<---------------------------------------------------------------------->
Specialization: Combat
Major Skills: Long Blade, Medium Armor, Heavy Armor, Athletics, Block
Witchhunter
<---------------------------------------------------------------------->
the perverted practices of dark cults and profane sorcery. They train
Specialization: Magic
Birthsigns {CHR008}
o======================================================================o
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,
with no Magicka cost), and Abilities (passive effects that are always
on).
The Warrior
<---------------------------------------------------------------------->
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."
options. The Fortify Attack effect grants a universal to-hit bonus with
every weapon as you max out the relevant skills. I'd give it a pass.
The Mage
<---------------------------------------------------------------------->
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
outclassed by The Atronach. Still, it's hard to find fault with a flat
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
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
<---------------------------------------------------------------------->
In-game text: "The Serpent wanders about in the sky and has no Season,
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."
outclassed." This one sucks donkey balls. Sure, it's a pretty powerful
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."
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
the only way to achieve the maximum possible Health, and there is no
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
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
Seconds on Self
The Apprentice
<---------------------------------------------------------------------->
under the sign of the apprentice have a special affinity for magick of
Effects: Ability-Elfborn:
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
Effects: Ability-Wombburn:
-Stunted Magicka
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
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*
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
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
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
Target
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."
Power-Lover's Kiss:
low levels, this will set you to 0 Fatigue, and even at max level it
The Shadow
<---------------------------------------------------------------------->
In-game text: "The Shadow's Season is Second Seed. The Shadow grants
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
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
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.
o======================================================================o
All right. Hopefully, you read all of the above and will have some
Assuming you pursue maximum proficiency over the course of the game,
all characters end up with 100 in every attribute and 100 in every
health pool than a character who did. Maximum Magicka, unlike Health,
what have you-but all of that can be compensated for by making spells
present themselves:
Maximum Health *or* Maximum Magicka.
There is obviously some overlap. We would still want our max Magicka
I'll present both options below, then explain why I prefer the maximum
Magicka route. Reaching maximum level requires that we keep our major
Race: Male Nord (or Redguard or Orc-see Races sections for details)
Class: Custom
Specialization: Stealth
Attributes raise the base Endurance to 60, and base luck to 50. This is
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
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
since he'll have to take at least one magic skill to cover Willpower.
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
more vital to keep freely usable-we have to swim to get through several
Alchemy freely usable over the other two, so Conjuration and Enchant
are easy grabs. Willpower coverage has four options, so I grab three of
Lady for a starting Endurance of 85. Here's what the Health build looks
Health: 834
Magicka: 100
Fatigue: 400
I'll admit I haven't put nearly as much thought into the skill
think you'd be insane to use it, given the alternative. Now, let me
Class: Custom
Specialization: Stealth
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
character, needs all the boosting we can give it. Why specialize in
Stealth, and why not have total attribute coverage in my majors and
needed to advance through the game. I also have freely usable Light
The Atronach, to max out the Magicka multiplier. Here's what this guy
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
LEVEL 1
Name: Travis
Sex: Male
Class: Custom
Specialization: Stealth
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
Speechcraft
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
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,
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
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
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
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
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
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,
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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,
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
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
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
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
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
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,
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
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
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
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
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
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
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
+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
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
+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
+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
+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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck
MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile
MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
~ Mysticism
~ Heavy Armor
MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand
Equipment Notes {CHR010}
o======================================================================o
rating and ii) enchantment capacity. By the end, we want a full suite
should also note that most clothing can be worn under your armor, giving
you are guaranteed to find something you should keep, but given the
following:
i) Any Exquisite clothes other than shoes, including *two* rings and an
amulet
v) All other soul gems, alchemy ingredients, thief tools, & repair tools
i) Exquisite Shirt
v) Exquisite Robe
x) Daedric Greaves
Daedric Armor never drops randomly, save the Tower Shield, which is
as Grand Soul Gems and Golden Saints. We will want to enchant all of
this gear with the most powerful souls possible. You may notice that I
said 17 Golden Saint-filled Grand Soul Gems, but there are 19 pieces of
gear. We will want to use the two most powerful souls in the game-
Vivec's and Almalexia's-for the two items with the best enchantment
capacity, the Wakizashi and Tower Shield. Those two souls can only be
from running. Though you may wish to counteract the High Elf's magic
weaknesses with resists, but I find this largely unnecessary with the
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.
For the premade spells, I will list the details of what they do along
first effect, and is what will occur when the ingredient is eaten.
Note at the outset that custom spells are almost always more useful
premade spell nonetheless, but when there's an effect you actually want
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
Alteration {SPL002}
o======================================================================o
Burden
<---------------------------------------------------------------------->
Premade Spells:
Cost: 15
Cost: 30
Cost: 30
Cost: 30
Available from: Gildan, Ald'ruhn, Gildan's House;
Cost: 34
Cost: 45
Cost: 45
Cost:50
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Cost: 56
Cost: 158
Feather
<---------------------------------------------------------------------->
more without becoming encumbered. Their Fatigue will also drain more
slowly.
as it has the same base cost but each point of Strength adds 5 to
than Feather.
Premade spells:
Cost: 10
Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House
Cost: 25
Cost: 25
Cost: 50
Fire Shield
<---------------------------------------------------------------------->
This effect does two things while active. First, it grants M% Resist
strength.
Premade Spells:
Fire Barrier-1-10 points for 10 seconds on Self
Cost: 8
Cost: 45
Cost: 54
Frost Shield
<---------------------------------------------------------------------->
strength.
Ingredients: Frost Salts, Holly Berries, Large Kwama Egg, Raw Ebony,
Willow Anther
Premade spells:
Cost: 5
Cost: 45
Jump
<---------------------------------------------------------------------->
Increases the maximum jumping height of the target, where the existing
increase the height from which you can fall before taking damage. It is
Ingredients: None
Premade spell:
Cost: 30
Levitate
<---------------------------------------------------------------------->
them to run away in terror since they are unable to hit you. Casting
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
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
make it possible to fly over the walls and see the unrendered world
beyond.
Cost: 30
Cost: 45
Cost: 115
Lightning Shield
<---------------------------------------------------------------------->
This effect does two different things. First, it gives M% Resist Shock,
Premade spells:
Cost: 8
Cost: 45
Cost: 54
Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Lock
<---------------------------------------------------------------------->
Lock M points
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
level.
Ingredients: None
Premade spells:
Cost: 1
Open
<---------------------------------------------------------------------->
Open M points
lock that the spell can successfully open. Note that, much like the
about traps.
Ingredients: None
Premade spells:
Cost: 15
Cost: 15
Cost: 15
Shield
<---------------------------------------------------------------------->
15, the fortify skill effect applied to the armor type will give a
Ingredients: None
Premade spells:
Cost: 15
Cost: 30
Cost: 60
Cost: 90
Cost: 120
Cost: 150
Cost: 180
Slowfall
<---------------------------------------------------------------------->
Ingredients: None
Premade spells:
Cost: 45
Swift Swim
<---------------------------------------------------------------------->
swim speed for half the Magicka cost. Second, it is equally effective
on land.
Premade spells:
Buoyancy-1 point for 20 seconds on Self
Cost: 2
Cost: 15
Water Breathing
<---------------------------------------------------------------------->
There is one quest for the Tribunal Temple that requires you to drown
quite useful. All creatures can breathe underwater by default, but most
NPCs can drown. When the duration expires, you will not immediately
Premade spells:
Cost: 5
Cost: 15
Water Walking
<---------------------------------------------------------------------->
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
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."
Premade spells:
Cost: 9
Conjuration {SPL003}
o======================================================================o
<---------------------------------------------------------------------->
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
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.
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
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.
save to the spot and causes the player's model to vanish altogether).
Battle-Axe.
Ingredients: None
Premade spells:
Cost: 6
Bound Boots
<---------------------------------------------------------------------->
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
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
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
the enchanted item. However, you must avoid two things: First, never
enchant a set of boots with a Bound Boots Constant Effect. Wearing such
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
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
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
Ingredients: None
Premade spells:
Cost: 6
Bound Cuirass
<---------------------------------------------------------------------->
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
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
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:
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
severe glitching (a bug that roots the player save to the spot and
Ingredients: None
Premade spells:
Cost: 6
Bound Dagger
<---------------------------------------------------------------------->
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
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
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
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
causing severe glitching (a bug that roots the player save to the spot
Ingredients: None
Premade spells:
Bound Dagger*-60 seconds on Self
Cost: 6
Bound Gauntlets
<---------------------------------------------------------------------->
When the spell expires, the old gauntlets will be re-equipped and the
Bound Gauntlets will disappear. The Bound Gauntlets have the same
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
duration of the spell normally runs out before this becomes an issue.
However, if you repair the Bound Gauntlets before they disappear, you
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:
equally bad idea. (Thus a Helm with Bound Gauntlets and a Gauntlet with
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
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
Premade spells:
Cost: 6
Bound Helm
<---------------------------------------------------------------------->
replacing whatever helmet you previously had equipped. When the spell
expires, the old helmet will be re-equipped and the Bound Helmet will
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
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:
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
severe glitching (a bug that roots the player save to the spot and
Premade spells:
Cost: 6
Bound Longbow
<---------------------------------------------------------------------->
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
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
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
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
causing severe glitching (a bug that roots the player save to the spot
Ingredients: None
Premade spells:
Bound Longsword
<---------------------------------------------------------------------->
equipped. When the spell expires, the old weapon will be re-equipped
and the Bound Longsword will disappear. The Bound Longsword has the
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
now a constant effect, you can keep the Bound Longsword much longer. You
can also instantly repair the Bound Longsword merely by removing and
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
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
Longsword.
Ingredients: None
Premade spells:
Cost: 6
Bound Mace
<---------------------------------------------------------------------->
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
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
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
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
severe glitching (a bug that roots the player save to the spot and
Ingredients: None
Premade spells:
Cost: 6
Bound Shield
<---------------------------------------------------------------------->
replacing whatever shield you previously had equipped. When the spell
expires, the old shield will be re-equipped and the Bound Shield will
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
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:
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
severe glitching (a bug that roots the player save to the spot and
Ingredients: None
Premade spells:
Cost: 6
Bound Spear
<---------------------------------------------------------------------->
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
enchantment of Fortify Spear 10 points on Self. The Bound Spear may not
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
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
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
severe glitching (a bug that roots the player save to the spot and
Premade spells:
Cost: 6
Command Creature
<---------------------------------------------------------------------->
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,
The afflicted will behave much like a summoned creature; ignoring your
presence, engaging hostiles, and turning hostile if you hit them three
times.
targets that respawn won't remain where you left them once the respawn
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:
Cost: 169
Chamber
Command Humanoid
<---------------------------------------------------------------------->
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
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
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
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
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.
Ingredients: None
Premade spells:
Cost: 38
Cost: 169
Chamber
<---------------------------------------------------------------------->
Summons an Ancestral Ghost to fight for the caster for a limited time.
Summoned creatures will disappear when the spell expires, when they are
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
summon and a 1 second Soultrap on Target into one spell and firing it
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
Ingredients: None
Premade spells:
Cost: 21
<---------------------------------------------------------------------->
Summons an Ancestral Ghost to fight for the caster for a limited time.
Summoned creatures will disappear when the spell expires, when they are
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
summon and a 1 second Soultrap on Target into one spell and firing it
separate spells.
The Bonelord drops nothing, has 90 Health, 75 Resist Frost, 100 Resist
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
Ingredients: None
Premade spells:
Cost: 75
Summon Bonewalker
<---------------------------------------------------------------------->
Summoned creatures will disappear when the spell expires, when they are
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
summon and a 1 second Soultrap on Target into one spell and firing it at
separate spells.
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
2-4 points for 60 seconds on Target, and can transmit Brown Rot Disease,
value of 75 (Common).
Ingredients: None
Premade spells:
Cost: 39
<---------------------------------------------------------------------->
Summons a Centurion Sphere to fight for the caster for a limited time.
Summoned creatures will disappear when the spell expires, when they are
during which you can loot its corpse just before it vanishes. While
glitch, you should save, as the game sometimes freezes when you attempt
never choose the "Dispose Of Corpse" option. This will always freeze
the game, as it creates a conflict with the script that makes the
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
Ingredients: None
Premade spells:
Cost: 75
Observatory
Summon Clannfear
<---------------------------------------------------------------------->
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
second summon and a 1 second Soultrap on Target into one spell and
The Clannfear drops nothing and has 113 Health. It deals 6-18 points
Ingredients: None
Premade spells:
Cost: 66
Summon Daedroth
<---------------------------------------------------------------------->
Summoned creatures will disappear when the spell expires, when they are
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
summon and a 1 second Soultrap on Target into one spell and firing it
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,
Ingredients: None
Premade spells:
Cost: 96
Summon Dremora
<---------------------------------------------------------------------->
Summoned creatures will disappear when the spell expires, when they are
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
their gear. Most notable for this are the Dremora, which carry a random
this glitch, you should save, as the game sometimes freezes when you
corpse, never choose the "Dispose Of Corpse" option. This will always
freeze the game, as it creates a conflict with the script that makes
Soultrap on Target into one spell and firing it at the ground will
The Dremora drops a Daedra Heart and a random leveled weapon, which
Dreugh Club, Dreugh Staff, Dwarven Battle Axe, Dwarven Claymore, Dwarven
Wakizashi, Daedric War Axe, Daedric Battle Axe, Daedric Katana, Daedric
Mace, or Daedric Longsword; and at PC level 18, it adds a Daedric
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:
Cost: 84
<---------------------------------------------------------------------->
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
summon and a 1 second Soultrap on Target into one spell and firing it
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.
Ingredients: None
Premade spells:
Cost: 69
Available from: Malven Romori, Vivec, Guild of Mages;
<---------------------------------------------------------------------->
Summons a Frost Atronach to fight for the caster for a limited time.
Summoned creatures will disappear when the spell expires, when they are
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
summon and a 1 second Soultrap on Target into one spell and firing it
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.
Ingredients: None
Premade spells:
Cost: 81
<---------------------------------------------------------------------->
Summoned creatures will disappear when the spell expires, when they are
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
are the best for this, as they have the largest souls available short of
creature is killed during which you can loot its corpse just before it
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.) When exploiting this glitch, you should save, as the game
sometimes freezes when you attempt to loot the creature. When you do
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
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 of Light. The Golden Saint has 250 Health, 50 Resist Fire, 50
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,
Ingredients: None
Premade spells:
Cost: 165
<---------------------------------------------------------------------->
Summons a Greater Bonewalker to fight for the caster for a limited time.
Summoned creatures will disappear when the spell expires, when they are
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
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
their gear. When exploiting this glitch, you should save, as the game
sometimes freezes when you attempt to loot the creature. When you do
1 second summon and a 1 second Soultrap on Target into one spell and
The Greater Bonewalker drops 0-5 Bonemeal and some random loot, has 100
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:
Touch, and can transmit Brown Rot disease, a disease with Drain
Ingredients: None
Premade spells:
Cost: 45
Summon Hunger
<---------------------------------------------------------------------->
Summon Hunger for D seconds
Summoned creatures will disappear when the spell expires, when they are
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
second Soultrap on Target into one spell and firing it at the ground
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
Ingredients: None
Premade spells:
Cost: 87
Summon Scamp
<---------------------------------------------------------------------->
Summoned creatures will disappear when the spell expires, when they are
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
second summon and a 1 second Soultrap on Target into one spell and
The Scamp drops nothing, has 45 Health, 50 Resist Fire, 50 Resist Frost,
deals 5-15 points Melee Damage. It has a soul value of 100 (Common).
Ingredients: None
Premade spells:
Cost: 36
<---------------------------------------------------------------------->
Summons a Skeletal Minion to fight for the caster for a limited time.
Summoned creatures will disappear when the spell expires, when they are
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
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.
creates a conflict with the script that makes the corpse disappear.
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.
Ingredients: None
Premade spells:
Cost: 39
<---------------------------------------------------------------------->
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
summon and a 1 second Soultrap on Target into one spell and firing it
separate spells.
The Storm Atronach drops nothing, has 200 Health, 100 Resist Normal
15-45 points Melee Damage and can cast Shockbloom, a spell with Shock
Ingredients: None
Premade spells:
<---------------------------------------------------------------------->
Summons a Winged Twilight to fight for the caster for a limited time.
Summoned creatures will disappear when the spell expires, when they are
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
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.
creates a conflict with the script that makes the corpse disappear.
The Winged Twilight drops 0-3 Void Salt, has 220 Health, 50 Resist Fire,
deals 15-45 points Melee Damage. It has a soul value of 300 (Grand).
Ingredients: None
Premade spells:
Cost: 156
Chamber
Turn Undead
<---------------------------------------------------------------------->
Turn Undead M points for D seconds
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
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.
Ingredients: None
Premade spells:
Cost: 5
Cost: 5
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Cost: 6
Cost: 15
Cost: 23
Destruction {SPL004}
o======================================================================o
Damage Attribute
<---------------------------------------------------------------------->
Ingredients: Wickwheat**
**Because no other ingredient in the game has this effect, you cannot
Premade spells:
Cost: 4
Cost: 4
Cost: 2
Cost: 4
Cost: 4
Cost: 4
Cost: 4
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Damage Fatigue
<---------------------------------------------------------------------->
Base Cost: 4
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
killing them. The only ways to do that are with the Hand-to-Hand skill
Ingredients: Poison**
**Since no other ingredients carry this effect, you can never make a
Premade spells:
Fleabite-1-10 points on Touch
Cost: 1
Cost: 2
Cost: 5
Damage Health
<---------------------------------------------------------------------->
Base Cost: 8
casting cost but has the added benefit of restoring your Health.
Ingredients: Meadow Rye, Nirthfly Stalks*, Noble Sedge Flowers*,
Premade spells:
Cost: 4
Cost: 6
Entry
Cost: 7
Cost: 12
Available from: Aldaril, Buckmoth Legion Fort, Interior
Cost: 30
Damage Magicka
<---------------------------------------------------------------------->
Base Cost: 8
Premade spells:
Cost: 4
Disintegrate Armor
<---------------------------------------------------------------------->
Base Cost: 6
number of points of damage the item will receive for the duration. It
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
Ingredients: None
Premade spells:
Cost: 6
Disintegrate Weapon
<---------------------------------------------------------------------->
Base Cost: 6
receive per second for the duration. The effect will only damage a
casting will cause them to draw their weapon and attack. Casting this
equipment which has already sustained some damage. This applies both to
Ingredients: None
Premade spells:
Cost: 5
Drain Attribute
<---------------------------------------------------------------------->
Base Cost: 1
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
drain your own Intelligence to zero, your Magicka bar will restore to
full when your Intelligence returns to normal. This is very useful for
consider it cheating.
Drain Luck: Chokeweed*, Dreugh Wax, Gold Kanet, Gravetar, Hypha Facia*,
Trama Root;
Premade spells:
Cost: 19
Cost: 28
Cost: 28
Cost: 28
Cost: 28
Cost: 28
Cost: 30
Cost: 38
Cost: 47
Cost: 56
Drain Fatigue
<---------------------------------------------------------------------->
Base Cost: 2
the ground if Fatigue drops below zero. When the spell expires, the
Premade spells:
Cost: 45
Cost: 75
Cost: 75
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Cost: 90
Drain Health
<---------------------------------------------------------------------->
Base Cost: 4
when the spell expires, they will regain the lost Health.
This effect will deliver a killing blow if it drops Health below 0. An
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
Magicka. Drain Health deals non-elemental damage. You can take this
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
Dagoth Ur himself. However, to cast it, you will need to fortify either
Salts*, Gold Kanet*, Gravetar, Green Lichen, Horn Lily Bulb*, Roobrush,
Premade spells:
Cost: 60
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Drain Magicka
<---------------------------------------------------------------------->
Base Cost: 4
Trama Root
Premade spells:
Wild Flay Spirit-1-20 points for 3 seconds on Target
Cost: 9
Cost: 60
Cost: 75
Cost: 113
Cost: 126
Cost: 150
Chamber
Drain Skill
<---------------------------------------------------------------------->
Base Cost: 1
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
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.
**No other ingredient carries this effect, so you can never create a
Premade spells:
Cost: 56
Cost: 56
Target
Cost: 56
Scourge Blade-Drain Short & Long Blade 5-20 points each for 30
seconds on Target
Cost: 56
Fire Damage
<---------------------------------------------------------------------->
Base Cost: 5
Dark Elves are 75% resistant to fire. Since they are by far the most
usefulness.
Ingredients: None
Premade spells:
Cost: 7
Cost: 5
Cost: 6
Cost: 10
Cost: 23
Cost: 135
Frost Damage
<---------------------------------------------------------------------->
Base Cost: 5
Nords are immune to Frost, so avoid using this effect against them.
Premade spells:
Cost: 6
Cost: 10
Cost: 23
Cost: 135
Poison
<---------------------------------------------------------------------->
Base Cost: 9
is the most expensive in terms of Magicka cost. Second, there are more
creatures with Poison immunity than any of the other three elements
which immediately arrests any ongoing Poison damage when cast. There is
Premade spells:
Cost: 7
Cost: 12
Cost: 39
Cost: 44
Cost: 47
Cost: 61
Cost: 68
Shock Damage
<---------------------------------------------------------------------->
Base Cost: 7
Ingredients: None
Premade spells:
Cost: 3
Cost: 6
Entry
Cost: 7
Cost: 14
Cost: 34
Cost: 34
Cost: 37
<---------------------------------------------------------------------->
Weakness to Common Disease M% for D Seconds
Base Cost: 2
The main use of this spell effect is to allow characters with innate
Ingredients: None
Premade spells:
Cost-16
Weakness to Fire
<---------------------------------------------------------------------->
Base Cost: 2
This effect increases the damage dealt by the Fire Damage effect. M is
receive double damage. High Elves have natural 50% Weakness to Fire, so
remove that immunity. This is a good way to make Fire more universally
effect that does damage over several seconds, the weakness only needs a
Premade spells:
Cost: 8
Cost: 47
Weakness to Frost
<---------------------------------------------------------------------->
Base Cost: 2
This effect increases the damage dealt by the Frost Damage effect. M is
receive double damage. High Elves have natural 25% Weakness to Frost, so
remove that immunity. This is a good way to make Frost more universally
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:
Cost: 47
Weakness to Magicka
<---------------------------------------------------------------------->
Base Cost: 2
Magicka does not affect the damage taken from elemental spells, nor
increase the duration of any effect, nor make any difference to the
High Elves and characters with The Apprentice birthsign have an innate
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:
Cost: 47
Weakness to Poison
<---------------------------------------------------------------------->
Base Cost: 2
This effect increases the damage dealt by the Poison effect. M is the
double damage.
will remove that immunity. This is a good way to make Poison more
a Poison effect that does damage over several seconds, the weakness only
Ingredients: Poison*,**
**This is the only ingredient in the game with this effect, so you will
Premade spells:
Dire Weakness to Poison-2-60 points for 10 seconds on Target
Cost: 47
Weakness to Shock
<---------------------------------------------------------------------->
Base Cost: 2
This effect increases the damage dealt by the Shock Damage effect. M is
receive double damage. High Elves have natural 25% Weakness to Shock,
remove that immunity. This is a good way to make Shock more universally
effect that does damage over several seconds, the weakness only needs a
Ingredients: None
Premade spells:
Cost: 47
Illusion {SPL005}
o======================================================================o
Blind
<---------------------------------------------------------------------->
Base Cost: 1
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
Note that the effect is bugged, and actually increases hit rate instead
of decreasing it.
Premade spells:
Cost: 2
Cost: 10
Cost: 30
Calm Creature
<---------------------------------------------------------------------->
Base Cost: 1
Stops the target from fighting. While under this effect, attacking them
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
hostile targets, expect them to re-enter combat when the spell expires.
Ingredients: None
Premade spells:
Cost: 23
Calm Humanoid
<---------------------------------------------------------------------->
Base Cost: 1
Stops the target from fighting. While under this effect, attacking them
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
useful spell when you want to do hostile things to NPCs without killing
them. For instance, you can get equipped armor by casting Disintegrate
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
bug.
Ingredients: None
Premade spells:
Cost: 15
Cost: 23
Chameleon
<---------------------------------------------------------------------->
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
able to spot you under various conditions. 2) If you are sneaking, the
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
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.
its mechanics. Unlike Invisibility, Chameleon does not wear off when
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
them before they initiate combat. This allows access to services from
NPCs that would normally attack you, such as Qorwynn, the Master Trainer
high enough level that they will not resume hostilities as soon as the
Ingredients: None
Premade spells:
Golanar's Eye-Maze-10-40 points for 10 seconds on Self
Cost: 13
Cost: 15
Cost: 16
10 seconds on Self
Cost: 20
Cost: 83
Charm
<---------------------------------------------------------------------->
Base Cost: 5
When the effect ends, the target's disposition returns to its original
value.
Ingredients: None
Premade spells:
Cost: 225
Demoralize Creature
<---------------------------------------------------------------------->
Base Cost: 1
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
Ingredients: None
Cost: 4
Cost: 4
Frenzy Creature
<---------------------------------------------------------------------->
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
charge. Frenzy does cause them to attack anything nearby (not just you),
proving too unworkable for the few non-hostile unique creatures with
left in a cell. Even a 100 point spell should not be very expensive, as
Ingredients: None
Premade spells:
Cost: 3
Cost: 4
Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area
Frenzy Humanoid
<---------------------------------------------------------------------->
Base Cost: 1
enough Frenzy will make the target attack the player. Frenzy Humanoid
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,
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
Ingredients: None
Premade spells:
Cost: 4
Invisibility
<---------------------------------------------------------------------->
Base Cost: 20
any other action apart from just moving will cancel the spell. Your
Sneak skill is irrelevant when you are invisible. You are completely
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
works with stationary targets. NPCs who have somewhere to go will just
enemies without fighting anyone until you've reached your target. This
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
to shatter the illusion, it ends. Use any other magic you want active,
allowable). Be sure there are no closed doors between you and your
illusion. If you have ended the effect in this manner, you will need
Wolfsbane Petals
Premade spells:
Cost: 10
Cost: 30
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison
Cost: 90
Light
<---------------------------------------------------------------------->
the duration (or until they are killed). The magnitude determines the
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
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
two-handed weapon.
Premade spells:
Cost: 9
Night-Eye
<---------------------------------------------------------------------->
conducive to stealth than the Light spell. However, it does suffer from
some drawbacks. Having everything evenly lit tends to flatten out the
The need for a Night-Eye spell depends greatly on the viewer. The gamma
television, the lighting of the room, and even your eyes have an effect
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
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
Premade spells:
Cost: 6
Paralyze
<---------------------------------------------------------------------->
Causes the target to become completely immobile for the duration. When
paralzyed, you may not move, attack, cast spells, or use enchanted
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
have fallen unconscious due to Fatigue loss. When the paralysis wears
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
though dead.
Hackle-Lo Leaf, Large Kwama Egg, Rat Meat, Raw Stalhrim, Spore Pod,
Cost: 10
Cost: 45
Rally Creature
<---------------------------------------------------------------------->
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
Ingredients: None
Premade spells:
Cost: 2
Cost: 2
<---------------------------------------------------------------------->
will work on all NPCs. Fleeing targets will stop running and return to
combat.
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
Ingredients: None
Premade spells:
Cost: 2
Cost: 2
Sanctuary
<---------------------------------------------------------------------->
Base Cost: 1
The magnitude is the value that is added to the target's chance to dodge
Ingredients: None
Premade spells:
Cost: 3
Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Cost: 5
Cost: 15
10 seconds on Self
Cost: 20
Silence
<---------------------------------------------------------------------->
Base Cost: 40
The Paralyze effect has the same casting cost as Silence. Since it
generally better off using Paralyze. The only exception is with enemies
Ingredients: None
Premade spells:
Cost: 15
Cost: 30
Sound
<---------------------------------------------------------------------->
Base Cost: 3
Sound has certain advantages over Silence. First, it always affects the
Magicka with each failed attempt. In contrast, a Silenced enemy will not
attempt casting at all, leaving their Magicka pool intact when the spell
efficient as Silence is, and unless you use an expensive 100 magnitude
Sound spell, enemies retain some chance of getting their spells off
Ingredients: None
Premade spells:
Cost: 6
Cost: 12
Cost: 13
Cost: 17
Cost: 35
Mysticism {SPL006}
o======================================================================o
Absorb Attribute
<---------------------------------------------------------------------->
Base Cost: 2
caster's attribute by the same amount. When the spell expires, both
Ingredients: None
Premade spells:
Cost: 38
Cost: 38
Touch
Cost: 38
Cost: 38
Touch
Cost: 38
Cost: 38
Cost: 38
Cost: 38
Target
Cost: 56
Target
Cost: 113
Absorb Fatigue
<---------------------------------------------------------------------->
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
Fatigue from the caster. Rather, the spell simply drains and
Ingredients: None
Premade spells:
Cost: 75
Cost: 75
Cost: 113
Absorb Health
<---------------------------------------------------------------------->
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
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
hostile.
Ingredients: None
Premade spells:
Cost: 4
Cost: 11
Almsivi Intervention
<---------------------------------------------------------------------->
Almsivi Intervention
Any followers you have will not be teleported along with you. This
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
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
Ingredients: None
Premade spells:
Cost: 8
Demoralize Humanoid
<---------------------------------------------------------------------->
Afflicted targets will disengage combat and attempt to run away in fear.
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
Ingredients: None
Premade spells:
Cost: 3
Cost: 4
Detect Animal
<---------------------------------------------------------------------->
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.
Premade spells:
Detect Enchantment
<---------------------------------------------------------------------->
Base Cost: 1
Causes you to detect all enchanted items in the vicinity, whether out
Only items with enchantments are detected. Valuable and powerful items
Cost: 5
Detect Key
<---------------------------------------------------------------------->
Base Cost: 1
Causes you to detect all keys in the vicinity, whether out in the open,
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
designated to open a door, some items added by mods which may not
Premade spells:
Cost: 5
Cost: 13
Dispel
<---------------------------------------------------------------------->
Dispel M%
Base Cost: 5
either case, it will remove both good and bad effects. The magnitude
Premade spells:
Cost: 5
Cost: 25
Divine Intervention
<---------------------------------------------------------------------->
Divine Intervention
found within an Imperial Legion fort. Good for escaping from a sticky
Frostmoth.
Any followers you may have will not be teleported with you. Thus, this
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:
Cost: 8
Mark
<---------------------------------------------------------------------->
Mark
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
Ingredients: None
Premade spells:
Mark-Mark
Cost: 18
Recall
<---------------------------------------------------------------------->
Recall
Any followers you may have will not accompany you when you teleport.
chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the
Premade spells:
Recall-Recall
Cost: 18
Reflect
<---------------------------------------------------------------------->
Base Cost: 10
at their caster. Spells that are not reflected will behave normally,
at the same time. Also, this means that more than 100% Reflect does not
was cast. Reflected spells cannot be dodged or avoided, since they have
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
are not absorbed may be reflected. Having more Spell Absorption makes
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
(post-reflection) target.
Premade spells:
Cost: 25
Cost: 38
Cost: 63
Cost: 100
Cost: 103
Cost: 125
Soultrap
<---------------------------------------------------------------------->
Base Cost: 2
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
You cannot capture NPC souls with this spell, only creatures. Also,
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
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
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
with Soul Trap set to Cast When Strikes, be sure to set the duration to
soul due to how the engine handles spell timers. The text that displays
Ingredients: None
Premade spells:
Cost: 6
Spell Absorption
<---------------------------------------------------------------------->
Base Cost: 10
casting cost will be used to restore the subject's Magicka pool instead
of taking effect. Spells that are not absorbed will behave normally,
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
only spells that are not absorbed may be reflected. Having more Spell
spells will be absorbed, and of the half that are not, half of those
Spells which are not absorbed or reflected can still be Resisted by the
full strength. In the case of reflected spells, they are not first
with no magnitude such as Silence and Paralyze are not immune to Spell
Ghost works especially well. Attack the summon three times so it turns
Premade spells:
Cost: 25
Cost: 25
Cost: 38
Cost: 51
Cost: 63
Telekinesis
<---------------------------------------------------------------------->
Base cost: 1
from far away. The magnitude determines the maximum distance from which
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
items at a distance.
Premade spells:
Cost: 6
Restoration {SPL007}
o======================================================================o
<---------------------------------------------------------------------->
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
particular can stop you dead in your tracks by reducing your Strength
Premade spells:
Cost: 30
Cost: 100
Cost: 100
Cost: 120
Chambers;
Touch
Cost: 10
<---------------------------------------------------------------------->
Removes the effects of Common Disease from the target. This effect is
This is less of an issue if you are one of the races that has natural
contracting it. If you do not wish to turn into a vampire, you need to
Premade spells:
Cost: 15
Cost: 15
Cost: 15
Cost: 23
Cost: 30
Cost: 120
House, Chambers;
on Touch
Cost: 10
Cure Paralyzation
<---------------------------------------------------------------------->
Cure Paralyzation
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
paralyzed.
Premade spells:
Cost: 5
Cure Poison
<---------------------------------------------------------------------->
Cure Poison
This effect has relatively limited use, since most Poison effects are
Mournhold. There are several Poison traps and spells there which have
exploring the ruin. Another potential use for potions is when fighting
Premade spells:
Cost: 5
Cost: 5
Cost: 5
Cost: 120
Chambers;
Fortify Attribute
<---------------------------------------------------------------------->
Base Cost: 1
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
specifically with the Fortify Personality effect. Any person who sees
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.
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
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
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*,
Premade spells:
Cost: 19
Cost: 30
Cost: 30
Cost: 30
Cost: 30
Cost: 30
Cost: 30
Cost: 30
Cost: 30
Cost: 38
Cost: 45
Cost: 45
Cost: 60
Cost: 90
Fortify Fatigue
<---------------------------------------------------------------------->
After the spell expires, their Fatigue will be restored to its former
When this effect expires, Fatigue can be reduced below zero. Using
variable, while the derived "maximum Fatigue" stays the same, so skills
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%.
Premade spells:
Cost: 9
Cost: 9
Cost: 113
Fortify Health
<---------------------------------------------------------------------->
Base Cost: 1
the spell expires, their Health will be restored to its former value,
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
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:
Cost: 19
Cost: 38
Cost: 75
Fortify Magicka
<---------------------------------------------------------------------->
Base Cost: 1
After the spell expires, their Magicka will be restored to its former
value, minus any lost by casting spells while the spell was active.
Wolfsbane Petals
Premade spells:
Cost: 38
<---------------------------------------------------------------------->
Base Cost: 5
Ingredients: None
Premade spells:
Cost: 39
Cost: 50
Cost: 75
<---------------------------------------------------------------------->
Base Cost: 2
If you are playing an Argonian, High Elf, Redguard, or Wood Elf, you
Premade spells:
Cost: 5
Cost: 16
Cost: 20
<---------------------------------------------------------------------->
Base Cost: 5
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
proceeding through the main storyline, and was thus removed for
instability issues.
Ingredients: None
Premade spells:
Cost: 39
Cost: 50
Cost: 75
Resist Fire
<---------------------------------------------------------------------->
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
effect currently active will completely nullify it, and any subsequent
Premade spells:
Cost: 5
Chambers;
Cost: 16
Cost: 30
Cost: 90
Resist Frost
<---------------------------------------------------------------------->
Resist Frost M% for D seconds
Base Cost: 2
This effect decreases the damage dealt by the Frost Damage effect. M is
Nords have natural 100% Resist Frost. High Elves have natural 25%
Resist Frost effect currently active will completely nullify it, and
Premade spells:
Cost: 5
Chambers;
Cost: 16
Cost: 20
Cost: 30
Cost: 90
Resist Magicka
<---------------------------------------------------------------------->
Base Cost: 2
most spell effects. These include Absorb Health, Damage Health, Drain
apply only these resisted effects. This does not reduce Fire, Frost,
Resist Magicka, and Orcs have natural 25%. High Elves have natural 50%
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
Premade spells:
Cost: 5
Cost: 16
Cost: 20
Cost: 30
Cost: 30
Resist Paralysis
<---------------------------------------------------------------------->
effect which is not resisted will still work at full strength. Vampires
Premade spells:
Cost: 300
Resist Poison
<---------------------------------------------------------------------->
Base Cost: 2
Argonians have natural 100% Resist Poison, and Redguards have 75%. Note
nullify it, and any subsequent elemental damage will not be affected by
it.
Premade spells:
Cost: 10
Cost: 16
Cost: 20
Cost: 30
Cost: 90
Resist Shock
<---------------------------------------------------------------------->
Base Cost: 2
This effect decreases the damage dealt by the effect Shock Damage. M is
Nords have natural 50% Resist Shock. High Elves, on the other hand,
this weakness will be significant for a High Elf character. Note that a
any Resist Shock effect currently active will completely nullify it,
Premade spells:
Cost: 10
Chambers
Cost: 16
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Cost: 90
Restore Attribute
<---------------------------------------------------------------------->
Base Cost: 1
red on the status screen. For example, if your Strength has been
Restore Strength would only give you back 5 points. To get around this,
remove the Fortify effect (in the above example, remove the gauntlet)
Scales;
Wolfsbane Petals*;
Restore Strength: Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp Skin,
Stoneflower Petals*;
Premade spells:
Restore Agility-Restore Agility 5-20 points for 30 seconds on Self
Cost: 19
Self
Cost: 19
on Self
Cost: 19
Cost: 19
on Self
Cost: 19
Cost: 19
Self
Cost: 19
on Self
Cost: 19
Restore Fatigue
<---------------------------------------------------------------------->
Base Cost: 1
Returns the target's Fatigue by M points per second for the duration.
Ingredients: Bread*, Chokeweed, Crab Meat*, Hackle-Lo Leaf*,
Premade spells:
Cost: 6
Cost: 30
Restore Health
<---------------------------------------------------------------------->
Base Cost: 5
Returns the target's Health by M points per second for the duration.
Premade spells:
Cost: 2
Cost: 3
Cost: 3
Cost: 3
Cost: 4
Cost: 4
Cost: 3
Cost: 5
Chambers;
Cost-13
Cost: 15
Cost: 38
o======================================================================o
| |
| |
o======================================================================o
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.
<---------------------------------------------------------------------->
If you've played Oblivion or Skyrim, you're used to a red warning when
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
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.
<---------------------------------------------------------------------->
with an Open effect, counts as a crime if you are detected. The same is
<---------------------------------------------------------------------->
<---------------------------------------------------------------------->
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
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
<---------------------------------------------------------------------->
drug refined from it, Skooma. Most merchants will refuse to Barter with
you if you have either in your inventory, but there are two
merchants, as well as the Creeper and the Talking Mudcrab, will still
<---------------------------------------------------------------------->
limits range from 10-100 pounds, but it's pretty easy to hit that limit
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
services you might need, has lots of space, *and* has a permanent
<---------------------------------------------------------------------->
will still work. This means you can carry everything out of a dungeon
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
ii) The beginning of each quest, in case you run into a glitch;
iii) Prior to entering any new dungeon, for the same reason.
<---------------------------------------------------------------------->
areas will have enemies that are simply too powerful for you, and
o======================================================================o
| |
| (Character Creation/Tutorial) |
o======================================================================o
o======================================================================o
***NOTABLE LOOT***
***NPCs***
Jiub
1) The game begins with a cutscene. Enjoy it. "Each Event is preceded
the Underking. How cryptic. "In the waning years of the Third Era of
mysterious female voice is heard: "They have taken you from the
East, to Morrowind. Fear not, for I am watchful. You have been chosen."
As she speaks, a passage of Daedric text scrolls by, and the final
sentence becomes readable: "Many fall, but one remains." Then, a male
voice: "Wake up. We're here. Why are you shaking? Are you ok? Wake up."
The male voice belongs to a Dark Elf named Jiub, who tells you to
stand up and asks you for your name. Here, you can type in your name.
None of your character choices are locked in yet (I'll tell you when
they are), but I'd be surprised if you screwed up your name. After you
finish naming yourself (I'm using Travis), a guard will come and fetch
you. After he speaks to you, a tutorial message will let you know that
your movement controls have unlocked. Follow the guard up a level and to
an exit hatch. Another tutorial message will instruct you on opening the
hatch, and when you do, you will emerge on the ship's deck.
2) As you emerge, try to imagine the graphics are impressive (they were
pretty mind-blowing when the game was released). A new guard will
direct you down to the docks, where yet another guard will ask where
you are from. This segues into selecting your race, sex, and
appearance. For the race, I recommend a male High Elf (read the
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
o======================================================================o
***NPCs***
Socucius Ergalla
Ganciele Douar
***ITEMS***
Release Identification
Iron Dagger
3) Speak to the man in front of you, Socucius Ergalla. He will take you
Class-Custom
Class Name-Adventurer
Specialization-Stealth
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
wait until character creation is over and I'm able to save before
coming back for it. There is also an exploit that allows you to pick up
the items in the first room. If you pick anything up, Ganciele warns
you that this will be a crime once you leave, and takes the item from
you. However, if you drop the item on the ground before he speaks to
you, you may then freely take it. However, because I start the game
proper by grinding Sneak, I'll just wait and properly steal this stuff.
o======================================================================o
***ITEMS***
4) The game creates your map menu at this point, and gives you a
tutorial message about it. The game will then force you to search the
barrel next to the other door before you leave. Take the Engraved Ring
of Healing inside, and make sure you hold onto it! This causes the game
to create your magic menu. You now have all your menus, but still
lack a journal and the ability to save. Head through the second door.
o======================================================================o
***NPCs***
Sellus Gravius
***QUESTS***
Main Quest-Report to Caius Cosades
***ITEMS***
87 Gold
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.
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
1) Beginning Grinding
2) Seyda Neen-Outdoors
3) Seyda Neen-Interiors
5) Aharunartus
8) Nimawia Grotto
9) Remote Shipwreck
11) Addamasartus
o======================================================================o
***SKILL INCREASES***
Sneak x90
Athletics x95
Speechcraft x90
Acrobatics x10
Alchemy x1
***QUESTS***
***NOTABLE LOOT***
Limeware Platter
Apprentice's Lockpick
***SPELLS***
Absorb Fatigue
Father's Hand
Fireball
Frostbite
Hearth Heal
Jack of Trades
Resist Magicka
Spark
1) First things first. Turn around, head back inside, get behind
Sellus Gravius, weight the Sneak key, and go to work. Have a sandwich.
Go on a date. Wait for Sneak to hit 100. It will take about eight
hours, but now you can steal things. Sneak is almost impossible to
raise "naturally" because you can't stay undetected for any appreciable
amount of time until the skill hits 90+, especially if multiple AIs
are present. I imagine Bethesda intended you to hit the early levels
with pickpocketing, but the coding is messed up on that, too, making it
exceedingly difficult even at 100, with 100 Agility and 100 Luck to
boot. You either have to train it or grind it. Them's the breaks.
Similarly, you may have already noticed that you move slightly slower
than the average glacier. Athletics takes *forever* to raise, but you'll
love the extra movement speed for the rest of the game. Download GOG
galaxy. Run the game on a laptop. Hit Q to auto-move, hit caps lock to
auto-run, turn toward a corner, and come back in 3-4 days to 100
Athletics. I know, I know, but you'll thank me, and so will your
sanity. We also have some grottos to explore early on, and without a
We're still not done, but those were the most grueling. Head back to the
first room, and enter dialogue with Ganciele Douar, the guard. (He has
"Persuasion" and a box with certain options will come up. We want to
"Admire" him over and over again until Speechcraft hits 100. This can
"Persuasion" and "Admire" are in the same spot. Then just click many,
many times. Now we can solve dialogue-based quests and get sweet deals
Strength. Stop when the skill hits 20. It will go a bit faster if you
We're done grinding for now! Let's see what we can accomplish now that
the tutorial is done. Chat with Socucius and Ganciele again, and
exhaust all dialogue options with each. We won't learn much, but we
Time to put that 100 Sneak to use. Loot this room. While I suggest
assume that you do, I'll only point out noteworthy items. In this room,
that includes the Limeware Platter on the shelves. There are three
locked objects in this room, but we have no thief tools yet. Leave and
loot the rest of the areas, pausing to run out to Arrille's Tradehouse
and sell some items if needed (max his Disposition with Admire before
bartering!).
Iron Dagger. You should be able to open two Small Chests at lock level
1 and 10 with it, so do that now. At Arrille, go ahead and buy all his
Armorer's Hammer, and the Apprentice's Mortar and Pestle. Make all
potions you can from the ingredients you've found so far-I raised
Alchemy to 16 this way. Make sure NOT to use any Comberry, Ash Yam, or
Loot the final room, but do not take the Warehouse Key. Speak with
Sellus Gravius again if you wish, but do not discuss Firemoth with him
-Iron Dagger
-Iron Halberd
-Apprentice's Lockpick
-Journeyman's Probe
-Some gold
Seyda Neen
o======================================================================o
***NPCs***
Aronil
Darvame Hleran
Eldafire
Erene Llenim
Fargoth
Hjrondir
Indrele Rathryon
Mara
Silm-Dar
Teleri Helvi
Vodunius Nuccius
***QUESTS***
Miscellaneous-Siege at Firemoth
Miscellaneous-Fargoth's Ring
Miscellaneous-Vodunius Nuccius
***SKILL INCREASES***
Security x1
Alchemy x4
Unarmored x1
Spear x1
***NOTABLE LOOT***
Iron Shardaxe
Silver Dagger
2) Start by turning right and picking open both Level 10 Census &
Excise gates. You may now speak to Sellus Gravius about Firemoth,
Chat with all the NPCs. Give Fargoth his ring when he asks, and be sure
Darvame Hleran, then go talk to him again and buy his ring off him.
Check around the Lighthouse to fight a Mudcrab. Chop with your spear
and take as many Unarmored hits as you can-do this for all fights
Still near the Lighthouse, find an Iron Shardaxe in one tree stump and
Pick the locks on Erene Llenim's Shack (level 20), Indrele Rathryon's
Shack (level 15), Eldafire's House (level 25), and Fargoth's House
(level 25). The others are too complex for now, but this should raise
Security to 11.
Loot out Fargoth's House. This will be our first base. Do another
Alchemy session-it should hit 20. Sell the potions and buy all of
Lockpick, you can now lockpick Vodunius Nuccius' house (level 30), so
do so.
attacks. Kill him-Unarmored should hit 6 and Spear should hit 31.
Repair all the gear, and enjoy the Silver Dagger he was carrying. Sell
your old Iron Dagger. Equip one Dark Brotherhood Gauntlet, and stash
the rest.
When you leave Fargoth's, you should have stashed your Alchemy
ingredients and Mortar & Pestle, spare lockpicks and probes, Iron
Shardaxe, Silver Dagger, Nuccius' Cursed Ring, and all but one gauntlet
-Gold
Seyda Neen-Interiors
o======================================================================o
***NPCs***
Draren Thiralas
Arrille
Tolvise Othralen
Hrisskar Flat-Foot
Albecius Colollius
Tandram Andalen
Elone
Teruise Girvayne
Foryn Gilnith
Fine-Mouth
Thavere Vedrano
***QUESTS***
***SKILL INCREASES***
Alchemy x11
Armorer x1
Security x1
Unarmored x1
***NOTABLE LOOT***
Silver Longsword
chest, and take the goodies inside. I found a Steel Viperskewer, which
becomes my default weapon, and some Journeyman thief tools. Drop off
& sell any excess, and run an Alchemy session. It should hit 21.
Head to the Tradehouse. Speak with everyone. Nick the Iron Arrows off
the front table. Unlock the level 25 small chest above that table. From
the baskets, take the 100 Chitin Arrows and any alchemy ingredients.
Upstairs, talk to Hrisskar and accept his quest. Chat with everyone
Go to Teruise Girvayne's house. Get the Silver Dagger under the open
crate lid, repair it, and loot the rest of her gear. Talk to her. Do an
Alchemy session-it should hit 23. Sell the potions to Arrille, then buy
his damaged Silver Shortsword and Silver Staff. Repair them, and keep
hit 25.
Hit Vodunius Nuccius' house next. I found some Bloat here, another
Hit Fine-Mouth's shack, talking to him. Hit Erene Llenim's shack, too,
Now go tackle the lighthouse. Speak with Thavere Vedrano. Loot the
area, unlocking the level 25 quest and both reading and taking The
Wraith's Wedding Dowry to raise Unarmored to 7. Head out and wait until
stagnant pond. When he makes that stop, go loot the stump to get the
nearby boat to Ebonheart. Head toward the Duke's Palace and speak with
Apelles Matius about the Dark Brotherhood. Proceed until he tells you
to speak with Asciene Rane, and you are now free of random Dark
Brotherhood attacks. Take the ship back to Vivec, then take the Silt
o======================================================================o
***NPCs***
Tarhiel
Processus Vitellius
***SKILL INCREASES***
Unarmored x10
Spear x6
Armorer x2
Alchemy x9
***QUESTS***
Miscellaneous-Death of a Taxman
***NOTABLE LOOT***
Extravagant Shoes
Extravagant Robe
Scroll of Icarian Flight x3
Tax Record
4) Head out of Seyda Neen by road and turn left. Search the area for
When you see a screaming man fall from the sky (wow), you've gone too
far north. Go ahead and loot Tarhiel, putting on his Extravagant Shoes
and Extravagant Robe. Spear should hit 32 out here. Repair your weapon
after every fight, and rest to heal up-you should be letting things hit
you to within one blow of dying. Work your way west, and Unarmored
should hit 10. Turn south when you hit the coast-Unarmored should hit
Soon, you should find the body of Processus Vitellius, the missing tax
should hit 33 about now. Take the 200 Gold and the Tax Record.
Continuing south will take you to Seyda Neen, so push west instead,
hugging the coast. Unarmored should hit 13. Push south to find (but not
enter) the Thelas Ancestral Tomb. Head west into the water, wary of
Slaughterfish. Spear should hit 34 and Unarmored should hit 14. Soon,
you'll reach an island with the Sarys Ancestral Tomb and cave of
Aharunartus. Just clear the island for now, and head back to Seyda
advance the quest. Ask anyone in town until they direct you to Thavere
Vedrano, who will in turn direct you to Foryn Gilnith. He admits the
murder, so deal with him accordingly. Return the ring to Thavere, and
and Spear should hit 36. Clear out the island, noting (but not
Swim back to Seyda Neen and strike out due west from the lighthouse.
should hit 39. Take the Silt Strider, quickly, to Vivec. Head to the
top of the Foreign Quarter and enter Ralen Tilvur: Smith. Buy all of
his Repair Prongs (after admiring his Disposition to 100). Head back to
Aharunartus
o======================================================================o
***NPCs***
Valund
Nitterius Rato
Brothes Oran
Yatur gro-Shak
Aravi
Kishni
Bahdahna
Wuleen-Shei
***SKILL INCREASES***
Light Armor x1
Spear x2
Unarmored x1
Alchemy x1
***NOTABLE LOOT***
around now. Kill, loot, repair. Up the ramp past him is Nitterius Rato,
who should help raise Spear to 38. Head straight at the intersection
and you'll aggro Brothes Oran. Unarmored should hit 18 around now. Turn
but do NOT read it yet. Loot this room, opening the level 10 lock and
getting the Aharunartus Slave Key. Check out the underwater passage for
an Iron Mace, then pick the level 5 lock and use the key to free the
slaves Aravi, Kishni, Bahdahna, and Wuleen-Shei. Loot the rest of the
cave, with nothing too noteworthy, and head back to Seyda Neen.
Do an Alchemy session-it should hit 41. Sell to Arrille, then head back
o======================================================================o
***SKILL INCREASES***
Armorer x1
Security x1
Alchemy x1
6) Head down the stairs, then turn left. In this room, there's a copy
of The Book of Rest and Endings, as well as a few potions. Take the
southeast exit, disarm the trapped door, and loot the room, disarming
the trapped chest. This should raise Security to 13, and Armorer should
hit 9 about now from repairs. Head back to the room where the book was
and disarm the trapped door. Head through to the next room. Loot and
move on. Disarm the trap and unlock the level 10 chest. That's it.
Head back to Seyda Neen. Do an Alchemy session-it should hit 42. Sell
to Arrille, then go unlock the small chest (level 35) upstairs in the
progression and I won't mention it again. When you do (or don't) get it
open, head back out and proceed to the Thelas Ancestral Tomb.
o======================================================================o
***SKILL INCREASES***
Spear x1
Acrobatics x10
Security x1
7) Head down the ramp and loot the room. Spear should hit 40, so go
rest and level up, raising Strength, Endurance, and Luck at 5/5/1 each.
***LEVEL 2***
Now, use the entrance ramp to grind Acrobatics up to 30. When that's
done, proceed through the next door. Loot the room, opening two level
10 locks, and we're done. Security should hit 14 now. Head back to
Seyda Neen, do an Alchemy session, sell off excess loot, then head to
Nimawia Grotto. Dive down and enter the cave.
Nimawia Grotto
o======================================================================o
***SKILL INCREASES***
Unarmored x1
Spear x1
8) Air holes are plentiful early. The second cavern has kollops to
search on the bottom. Pass some shallow water into the third cavern.
More kollops and a dead adventurer in the bottom of this one. Other
caverns have more kollops, but there's not much else here. Back to
Seyda Neen for an Alchemy session when done. If you've found any soul
gems AND soul trap scrolls, take any combat opportunity to fill the
soul gems and add them to your stash. Sell, and head over to the Remote
Shipwreck. Unarmored should hit 19, and Spear should hit 41. Check the
kollops near the wreck, then enter the cargo hold (the cabin is empty).
Remote Shipwreck
o======================================================================o
***SKILL INCREASES***
Alchemy x1
9) The cargo hold has two levels and various random loot. Get it all,
head back to Seyda Neen, and do an Alchemy session-it should hit 43.
Offload and head back, and enter Akimaes Grotto.
Akimaes Grotto
o======================================================================o
***SKILL INCREASES***
Spear x1
10) Slaughterfish and kollops in here. Search everything and head back
to Seyda Neen. Spear should hit 42 in the grotto. Offload, then head
over to Addamasartus.
Addamasartus
o======================================================================o
***NPCs***
Tanisie Verethi
Melar Baram
Baadargo
Banalz
Okaw
Mulvisie Othril
***NOTABLE LOOT***
Thief Ring
***SKILL INCREASES***
Alchemy x1
repair, noting the Addamasartus Slave Key, then deal with Melar Baram
through the first gate. Turn left, unlock the level 10 gate, then free
the slaves Baadargo, Banalz, and Okaw. Turn around and head straight
until you encounter Mulvisie Othril. Defeat her, then loot the caves.
When done, swim from where you fought Melar for a bit more loot, then
locked gate. Head through this tunnel, noting the hard-to-spot Thief
Ring by the first patch of mushrooms. Soon, you'll drop down in the
hit 44. Offload, grab everything from your stash that you can carry,
Road to Pelagiad
o======================================================================o
***SKILL INCREASES***
Unarmored x1
Alchemy x1
12) Head out past Addamasartus and start following the road. Unarmored
should hit 20 around now. Get all plants, take the "back road" into
Pelagiad, and pick the level 30 lock on Junal-Lei's house. This is our
next temporary base, so drop here and then run back to Seyda Neen for
session-it should hit 45. Use Mebestien Ence, the general trader, to
o======================================================================o
| |
| |
o======================================================================o
1) Pelagiad Homes
2) Halfway Tavern
3) Fort Pelagiad
4) Panat
5) Punammu
6) Llovyn's Farmhouse
7) Desolate Shipwreck
8) Manat's Farmhouse
9) Dirara's Farmhouse
Pelagiad
o======================================================================o
***NPCs***
Dralas Gilu
Farusea Salas
Junal-Lei
Kunthar
Erval
Madres Navur
Adanja
Murberius Harmevus
Mebestien Ence
Uulernil
Yakum Hairshashishi
Samia
Drelasa Ramothran
Nelos Onmar
Ahnassi
Ladia Flarugrius
Hrordis
***SKILL INCREASES***
Security x2
Alchemy x6
Armorer x91
***NOTABLE LOOT***
Steel Longbow
***QUESTS***
1) Speak with everyone outside, including at the fort, and loot any
plants and other objects. Pick the level 25 lock on Farusea Salas'
Head back into Junal-Lei's house and loot everything. Unlock the level
25 chest by the door, the level 5 locked chest in the room, and the
level 15 locked chest across from it. Security should hit 15. In the
Farusea Salas' house is next. You can't unlock the chest yet, but go
ahead and disarm the trap. Loot the house and do an Alchemy session-it
Hit Madres Navur's house next. Pick up The Black Arrow, Volume 1
without reading it. Unlock the level 12 chest in the basement, as well
Hit Dralas Gilu's house next. Unlock the level 20 chest. There's a
damaged Silver Shardblade you should repair under his pillow, and an
Hit Adanja's house next. Unlock the level 15 small chest in the
Offload.
basement, the level 25 locked small chest, and the level 15 locked
the door, and make sure to get the Steel Dagger of Swiftblade from
under the pillow. There is also an Imperial Newtscale Cuirass under the
Pelagiad.
Head to Mebestien Ence's. Steal any ingredients, and the 20 Glass
Arrows from his chest. Buy the Chitin Short Bow, Bonemold Shield, and
Iron Halberd, repair them, and sell the weapons back to him (keep the
Bonemold Shield). Armorer should increase to 12. Make sure to read The
51. Go offload at Mebestien, buy his second Chitin Short Bow, and
Head to Uulernil, the armorer, now. Unlock the level 25 small chest
behind the counter. Take the Iron Arrows inside, steal the repair tools
on the counter, and unlock the level 25 small chest on the counter.
Head upstairs and unlock the level 10 door and the level 15 chest
behind it. Buy the damaged Imperial Steel Helmet and Imperial
Shortsword he carries. Repair them both, keep the Helmet and sell back
Now, it's time for some serious grinding. You can hold off on this if
you like-it'll make for some tedious save scumming later on, of course.
We are going to max out Armorer. Uulernil sells restocking repair prongs
profit as you buy damaged bows and sell repaired ones, even accounting
for rebuying Repair Prongs. By combining trips to and from these two,
Halfway Tavern
o======================================================================o
***NPCs***
Yakum Hairshashishi
Samia
Drelasa Ramothran
Nelos Onmar
Ahnassi
Ladia Flarugrius
Hrordis
***SKILL INCREASES***
Alchemy x1
Security x1
***QUESTS***
level 23 locked Small Chest behind the bar, and steal any ingredients.
Speak with Ahnassi and exhaust all dialogue to kick off a quest chain.
Head upstairs to speak with Ladia Flarugrius, who will give you a copy
Behind an unlocked door, speak with Hrordis, but don't mess with her
yet. Open the level 12 locked Closet in her room. This should raise
Security to 17. Unlock the level 20 Room Door up here, then head to the
ingredients from the tavern. It should increase to 52. Offload and head
to Fort Pelagiad.
Fort Pelagiad
o======================================================================o
***NPCs***
New-Shoes Bragor
Morbash gro-Shagdub
Ygfa
Shadbak gra-Burbug
Angoril
***SKILL INCREASES***
Alchemy x48
Unarmored x80
Spear x58
Acrobatics x60
Medium Armor x1
***NOTABLE LOOT***
Steel Longbow
***SPELLS***
Flameguard
Frostguard
Shockguard
Poisonguard
Balyna's Antidote
Blessed Touch
Restore Endurance
Restore Intelligence
Restore Luck
Restore Speed
Restore Strength
Righteousness
Rilm's Cure
***FACTIONS***
Imperial Cult-Layman
3) Check out the North and South Walls for minor loot, including a
together a full set of Imperial Steel armor in the South Wall, which
may be a Heavy upgrade. Read the Fort Pelagiad Prisoner Log, open
the four level 25 locked chests, and head to the cells. Speak with
First, run back to Ygfa, Admire her disposition up to 100, and use her
quick, and offloading the potions will make money a nonissue for
essentially the rest of the game. Now buy all of Ygfa's spells and chat
with her to join the Imperial Cult. Loot the room for any useful
ingredients (I'd take Water Breathing, Cure Common Disease, Cure Blight
and chat with Shadbak gra-Burbug. Get any gear upgrades off her table
(Imperial Chain and Steel for Medium and Heavy, respectively). Loot the
rest of this level, then head upstairs to unlock two Level 40 chests
and a level 12 Closet. Talk with Angoril, then we're done here.
Mudcrab here, and we're going to raise some combat skills. Let it chew
on you until you're near death, then kill it. Heal and repeat until
50, and Light Armor should increase 3 ranks to 14. Unarmored will be
Now, just make sure you jump up the hill on your return trips to rest
so you boost Acrobatics ten ranks to 40. At this point, you'll start
trips can be shorter as well. Light Armor should increase 5 ranks to 19,
and Spear should increase 10 ranks to 60. You should hit level 4 when
Repeat what you were doing. Raise Acrobatics to 50 and keep working on
at about 83. Light Armor should increase 4 ranks to 23. When you hit
should increase 8 ranks to 78, and Light Armor should increase 4 ranks
So we should put on our suit of Dark Brotherhood Armor and max out
Light Armor the same way. Spear should increase 2 ranks to 80, leveling
you up when Light Armor is around 36. Raise Strength, Endurance, and
Luck.
level 6, you may start encountering Bull Netch, so remember to save any
Netch Leather they drop. Spear should increase 10 ranks to 90, leveling
you up when Light Armor is around 77. Raise Strength, Endurance, and
Luck.
Armor. Spear should increase 6 ranks to 96 by the time Light Armor hits
100.
We're not quite done. We might as well finish raising Spear, so kill
respawning critters until it hits 100. This will level you up, so raise
Raise Acrobatics to 89. Put on all the Medium Armor you have-at this
and Imperial Chain Greaves. Buy Bonemold Boots, a Bonemold Left Bracer,
medium pauldrons before we can grind it, so we're finally done for now
and ready to resume exploring. Go ahead and read your copy of The Black
raise Medium Armor to 16. Sell those books. Bring a Levitate potion.
Now, due north of Fort Pelagiad is a cave called Panat. Head inside.
Panat
o======================================================================o
***NPCs***
Bum gra-Logob
Dravil Omavel
Ekapi
Lorchel
Sor
Tsabhi
Ula
***NOTABLE LOOT***
Dwarven Halberd
Orcish Battle-Axe
***SKILL INCREASES***
Security x1
on-she has nothing worth taking. Use your Levitate potion to get a
Dwarven Halberd from the overhanging ledge above the entrance bridge.
Head left at the intersection, killing some Nix-Hounds, and pick the
level 15 lock. Through the door, deal with Bum gra-Logob-she has
nothing we need, so move on. Behind her are the slaves Ekapi, Tsabhi,
and Ula-we need to come back with the key, but fortunately it's on
a stool in this room. Free the slaves, check the containers for random
goodies, then head back to the tunnel, disarm the other gate's trap,
and head through. Deal with Sor, who also has nothing worthwhile, and
continue. Deal with Dravil Omavel, who has an Orcish Battle-Axe we'll
want to sell. Take his scrolls, his potions, and his copy of The Axe
Man without reading it. Pick the lock and disarm the trap on his Chest.
so follow the coast east from Panat and head inside when ready.
Punammu
o======================================================================o
***NPCs***
Darvynea Hleran
Derayna Llervu
Fanuse Ferano
Fendros Varys
Galdres Ienith
Llavam Adas
***NOTABLE LOOT***
5) At the outset, kill a few critters and make your way to a three-way
junction. Head right first, and enter the water. Swim all the way
worthwhile, so climb the stairs and loop around to find some random
loot and Derayna Llervu in the next tunnel. She has nothing worthwhile,
so advance and disarm the trap on the Worn Cavern Door. Head through
and fight Galdres Ienith and Faruse Ferano. Neither have anything good,
so loot the room (don't read The Prayers of Baranat yet), unlocking an
Ancient Chest, and head back to where you left the water. Head through
the Old Gate to fight Fendros Varys and Llavam Adas. Neither have
anything worthwhile, so loot the room and proceed back to the original
three-way junction. Take the last gate if you like, but nothing is back
there so let's go offload. Head due east from Fort Pelagiad now to
Llovyn's Farmhouse
o======================================================================o
***NPCs***
Llovyn Andus
6) Speak with Llovyn. Not much here, but loot some ingredients. Offload
if needed, then bypass Dren Plantation on the right as you head north
Desolate Shipwreck
o======================================================================o
notable loot is a crate full of Raw Ebony on the upper level, along
with a locked chest to pick open. Loot and offload, then bypass Dren
Plantation on the south to find Manat's Farmhouse across from the Arvel
Plantation.
Manat's Farmhouse
o======================================================================o
***NPCs***
Manat Varnan-Adda
Teris Raledran
Leles Birian
Paur Maston
***QUESTS***
***SPELLS***
Burden of Sin
Crushing Burden
Cruel Weary
Dire Weary
Great Feather
Summon Scamp
Strong Reflect
Strong Spelldrinker
Wild Spelldrinker
Vivec's Mercy
Strong Resist Corprus Disease
Slowfall
8) Speak with Manat and loot his farmhouse. Offload as needed, then
where it narrows, then head up on this side of the water. Nearby, you
should find and speak to Teris Raledran. Accept his quest, and we'll
take him to Vivec right quick. Follow the signs to get there with no
trouble. Cross the bridge, go up one ramp, and enter the Foreign
Quarter Lower Waistworks. Go down some stairs and enter the Canalworks,
making sure to enter on the west side. From here, check signs until you
find Agrippina's shop, and Teris will reward you and complete the
quest. Go offload again if needed, then head back to where you met
Piernette's Farmhouse for now, and meet and speak with Leles Birian.
Note that she is the Master Trainer for Destruction. Admire her
disposition to 90+ and buy all of her spells. You should also use her
Dirara's Farmhouse
o======================================================================o
***NPCs***
Dirara Drom
***SKILL INCREASES***
Medium Armor x1
9) Speak with Dirara, harvest useful crops, and check the farmhouse.
Not much here. Cross the water to the town you can see (Suran). Don't
enter, but take the road out of the south wall and follow the coast
east (a pretty long way) until the beach trail runs out. Turn north a
bit to find a road, and follow the signs east to Molag Mar. Medium
Armor should increase to 17 around now. At Molag Mar, you can find
Vanjirra on the bridge into the city and complete the quest. Now, head
back to Dirara's Farmhouse. Head back toward Vivec, and look south to
Small Farmhouse
o======================================================================o
***NPCs***
Travelling-New-Woman
Nilera's Farmhouse
o======================================================================o
***NPCs***
Nilera Ieneth
11) Speak with Nilera, harvest useful crops, and head west some more.
When you reach the intersection where Teris and Rollie were, turn
Arano Plantation
o======================================================================o
***NPCs***
Llerusa Hlaalu
Daynasa Telandas
Direr Arano
Tul
***QUESTS***
Miscellaneous-Tul's Escape
12) Harvest useful crops, speak with Llerusa and Daynasa, then check
the house. Speak with Direr, hunt useful loot, and leave. Head back
again to where you found Teris and Rollie, then proceed all the way
back to Pelagiad. Offload here, then head back all the way past Manat's
Farmhouse. Pass Sterdecan's Farmhouse on the left, pass Ules Manor, and
find an Argonian named Tul. Speak with him and accept his quest, then
take him back to Sterdecan's Farmhouse. Refuse to let him kill
Sterdecan, and kill Tul instead. Speak with Sterdecan for a reward,
o======================================================================o
| |
| |
o======================================================================o
1) Suran, part 1
3) Siege at Firemoth
4) Suran, part 2
6) Umbra
9) Marandus
11) Missamsi
12) Nissintu
14) Ulummusa
15) Adanumuran
16) Moonmoth Legion Fort
Suran
o======================================================================o
***NPCs***
Elvil Vidron
Folsi Thendas
Bula gra-Muk
Neldris Llervu
Ranosa Gilvayn
Muvis Moran
Snorri
Caminda
Runa
Marelle
Daric Bielle
Khinjarsi
Helviane Desele
Tirnur Thirano
Adraria Vandacia
Garothmuk gro-Muzgub
***NOTABLE LOOT***
The Mirror
Orcish Helm
***SKILL INCREASES***
Security x1
***QUESTS***
Miscellaneous-Umbra
1) Start by speaking with Elvil Vidron, to the right down some stairs
after you enter. Next, speak with Folsi Thendas, the silt strider
pilot. Head up the stairs near the entrance, past the slave market, to
find and speak with Bula gra-Muk. Finally, talk with Neldris Llervu
Head to the Guard Tower by the strider port first. Take the copy of The
Mirror from the basement without reading it. Check the closet on the
top floor for armor-I found a Bonemold Right Pauldron, leaving me one
Now head to Ranosa Gilvayn: Outfitter. Speak with Ranosa and loot the
shop for useful goodies. In particular, there's a set of thief and
marksman ammo on the counter. Use the newly acquired Master's Lockpicks
on the locked small chest behind the counter. Steal the copy of
Vernaccus and Bourlor on the mantel without reading it, then head
upstairs. Check here for goodies, then head out and across into Desele's
reading it. Speak with Tirnur Thirano, then take a moment to pick the
level 45 lock on this level. Now, pop out and ride the silt strider to
Seyda Neen and pick the lock on the Census and Excise Warehouse, then
run back to Pelagiad and pick the lock on Ahnassi's House. The Master's
picks will make this doable-you can actually get level 50 locks, but
19. Get useful loot in Ahnassi's House, including unlocking the small
chest on the entry floor, a small chest in the bedroom, a chest in the
bedroom, another chest in the bedroom, and the closet in the bedroom.
Now explore the Census and Excise Warehouse in Seyda Neen, getting
useful loot and speaking with Adraria Vandacia. Now, back in Suran,
keep exploring the House of Earthly Delights. Loot the ground level,
then speak with Marelle, Runa, Caminda, Snorri, and Muvis Moran in the
main room. Go to the bar to chat with Khinjarsi and Helviane Desele,
who will start a quest. Next, speak with Daric Bielle and accept his
Now enter Garothmuk gro-Muzgub: Smith and speak with the owner. Get
useful loot, including Orcish Pauldrons and an Orcish Helm. Steal The
Buying Game and 2920, Sun's Dusk without reading either one. You now
o======================================================================o
***SKILL INCREASES***
Acrobatics x10
Marksman x90
Hand-to-Hand x70
Block x60
Security x1
2) Back to Pelagiad, offload and do what we did for Unarmored and Light
Armor. Raise Medium Armor 8 ranks to 25, and level up. Raise Strength,
Raise Acrobatics to 100 (you can read your copy of Mystery of Talara v1
for one of those increases) and grind Medium Armor up to 35. Raise
stuff you've been hoarding (and plenty of vendors sell arrows if you
run out) and raise Marksman 10 ranks to 20. Go ahead and read Vernaccus
and Bourlor for one of those. Raise Medium Armor to 45, and raise
Put your Light Armor back on, grab your Blunt Weapon (at this point I
Onward and upward. Raise Marksman 10 ranks to 50, Blunt Weapon 10 ranks
Still going. Marksman gets 10 more ranks to 60, and Blunt Weapon gets
Ever onward to the end. Marksman gets 10 more ranks to 70, and Blunt
That should max out Strength. We're done using Marksman to level, so go
ahead and raise it 30 more ranks to 100. You can sell off your Steel
Crossbow and Steel Longbow, and put away any remaining ammunition. Put
away your Blunt Weapon as well, and grab your best Light Armor shield
20, and raise Block 10 ranks to 40. You should read The Prayers of
Baranat for a Hand-to-Hand rank and The Mirror for a Block rank, then
you can sell those books. Raise Agility, Speed, and Luck.
We're still trucking for now. Raise Hand-to-Hand 10 ranks to 30, and
More! Raise Hand-to-Hand 10 ranks to 40, and raise Block 10 ranks to 60.
You guessed it! Raise Hand-to-Hand 10 ranks to 60, and raise Block 10
We're almost done for now. You can put your shield away. Go ahead and
unlocking the Guard Tower in Pelagiad and the chest in its basement.
Next, open the Small Chest in Mebestien Ence, Trader, which should
raise Security to 20. Pick open the Chest marked "Evidence" in Fort
You should be in Seyda Neen already. Head to the docks, chat with
Siege at Firemoth
o======================================================================o
***NPCs***
J'Hanir
***NOTABLE LOOT***
Ward of Akavir
***SKILL INCREASES***
Restoration +1
get left in the dust-the best way to keep them alive. Don't worry too
much about it either way. Gather all the marshmerrow, trama root, and
When you reach the towers, you can duck inside if you need to rest.
Just past them is bridge leading to the Fort itself. Before entering,
head down the hill behind the fort and note the door under the water.
You can skip most of the dungeon this way, but you'll miss out on a lot
of goodies. Instead, head to the Fort's courtyard, kill the rest of the
enter the Upper Chambers. Kill a couple of rats, but ignore the
Firemoth Dungeon Key-we want to pick those locks. Head back to the
Keep, make sure to explore both side passages, check under both spiral
staircases for random loot, then head to the bottom floor and take
More skellies. Kill them all and enter the Guard Quarters. Kill a few
more skeletons, search the bedrooms for minor loot, and proceed to the
staircase leading down to the dungeon. At the top of the stairs, turn
around and find a hidden door. Search this area for lots of good
treasure, including potions and a ton of gold. Now pick the lock and
Take the one on the right to find a hidden door to the Mine. Up on this
ledge, meet J'Hanir, who will also accompany you (and die) if you let
him keep up. These cave sections are loaded with mushrooms you should
take, and with Raw Ebony-take as much as you can carry just to sell,
but it's first on the chopping block to leave behind when you run out
of carry space. Jump down from J'Hanir's ledge and enter the Upper
Cavern.
Whip through the Upper Cavern, killing some skeletons, before entering
the Lower Cavern (where the secret door outside the Fort leads) and
killing some more. Through the lower cavern is the Tomb, and inside is
Grurn.
magicka and hits hard. Kill all of his minions first, use restore
health and fatigue potions, and stab him over and over with the Dwarven
Halberd. You'll almost certainly have to save scum to get through this
fight, but you are strong enough at this point. Keep it up and he'll
eventually fall. Take the Ward of Akavir from his corpse, loot the tomb
(a few scrolls and lots of Fire Petals), then make your way back to the
Go see Sellus Gravius and give him the shield to finish the quest,
gaining 3000 gold and 2 reputation points. Head to Pelagiad and
offload, read Notes on Racial Phylogeny for a Restoration rank and sell
Suran
o======================================================================o
***NPCs***
Goldyn Belaram
Dranas Sarathram
Verara Rendo
Ralds Oril
Ibarnadad Assirnarari
Jamie
Ashumanu Eraishah
Sakin Sanammasour
Movisa Andas
An-Zaw
Hides-His-Eyes
Elynu Saren
Ravoso Aryon
Yakov
Jeelus-Tei
Tim-Jush
See-Wul
***NOTABLE LOOT***
Glass Dagger
Ebony Dart x5
Dreugh Cuirass
Dreugh Helm
Journeyman's Calcinator
Journeyman's Alembic
Master's Calcinator
2920, Frostfall
Hunter's Belt
Exquisite Ring
Exquisite Robe
***SPELLS***
Second Barrier
Almalexia's Grace
Seryn's Blessing
Saintly Word
Fuddle
Almsivi Intervention
***SKILL INCREASES***
Security x2
4) Begin at Goldyn Belaram, Pawnbroker. Speka with him and loot his
shop. At minimum, we'll want his Ebony Right Bracer, Glass Dagger, and
Ebony Darts. Get anything else you find useful as well, being sure to
unlock the Chest upstairs. Leave, take the stairs out of the market
area, and enter the Suran Slave Market on the ground level.
disposition up to 70 or so, and he'll tell you more about Haj-Ei and
with Verara and loot her shop, making sure to check the Closet upstars,
Trader.
Speak with Ralds and loot his shop. You'll definitely want the Steel
Broadsword of Hewing, the Dreugh Cuirass, and the Dreugh Helm off his
counter. Note the copy of The Wolf Queen, Book VII upstairs. Leave and
Speak with Ibarnadad, and loot the shop. Lots of good alchemy
Master's Calcinator, selling off the Good Skooma Pipe and Journeyman's
Talk with everyone. There really isn't much to steal, so just speak
floor. Up top, chat with Movisa Andas and An-Zaw before finally
Suran Temple.
Speak with Elynu Saren, admire her disposition up to 90+, and buy all of
her spells. Loot the temple, noting the locked Wooden Chest and the
locked basement door. Steal 2920, Frostfall without reading it. Leave
On the ground floor, speak to Ravoso, then loot the area. Get the
Shockbite Battle Axe and Hunter's Belt, at least, as well as anything
else you want. In Serjo Avon Oran's room, check the Closet-I got a
second Exquisite Ring and an Exquisite Robe. Speak with Serjo Avon
Now, it's time for some unlocking with those Master's Lockpicks. We can
will raise Security to 21. Take anything you want-there isn't much in
Enter Fort Pelagiad to unlock Ygfa's chest and Shadbak's chest. Now,
return to Suran, and unlock the chests in Goldyn Belaram's shop, Ralds
Suran Slave Market and unlock the four doors, speaking with Yakov,
Head out behind Oran Manor when done, as if going to Molag Mar. Turn
left when you can, hugging the hills, and enter the cave door to the
o======================================================================o
5) Not much happening here. Advance to a pool of water and explore the
other two branches, harvesting eggs and fighting kwama as desired. The
Head back outside, and continue north, hugging the mountains to the
left. You'll soon come across an orc warrior if you turn left at each
opportunity.
Umbra
o======================================================================o
***NPCs***
Umbra
***ARTIFACTS***
Umbra
***NOTABLE LOOT***
6) Talk to Umbra, and agree to fight him. He's tough, but a cakewalk
next to Grurn. Take his armor and the Umbra Sword when done. Take a
break and go offload, then come back to the last fork where a left led
to Umbra. Head right instead. You'll pass an egg mine on the right and
the cave of Saturan on the left, both of which you should ignore for
now. Follow the signs and paths toward Balmora as you make your way
north. Watch to your left as you go; when you see water, loop around
and enter the Vandus Ancestral Tomb.
o======================================================================o
***NOTABLE LOOT***
Hallgerd's Tale
7) Unlock the door at the bottom of the stairs and head through. Kill
some critters and proceed down the hall to the next room. Take the east
door first, loot the room, then backtrack and take the south door.
Unlock the west door in this hallway, kill any critters, and loot the
room. On the floor to the left, take the copy of Hallgerd's Tale
without reading it. Loot the room at the end of the hall, then
backtrack a bit and take the only unexplored door to the south. Loot
and leave the tomb. Take the roads leading east back to a north-south
path, you should find the Aran Ancestral Tomb. Head inside.
o======================================================================o
***NOTABLE LOOT***
8) Unlock the door and proceed down the hall, fighting critters. To the
this chamber, then head back, disarm the trap, and go east. Loot this
room, and you're done. Head back to Vandus Ancestral Tomb and go north,
hugging the lakeshore. On the lake's northern edge, turn right to take
a path farther north (following signs toward Balmora). Follow the path
as it curves west, until you reach another sign. A bit further west is
Sulipund-we'll ignore this for now. Just past it on the left is Punabi,
another place to save for later. Hug the waterline when you see it and
head south, watching for stairs on the big building to your right. When
Marandus
o======================================================================o
***NPCs***
Tevyn Athin
Ruthrisu Andoril
Milvonu Terandas
Raldenu Ienith
Vuldronu Girith
Relamu Ulom
Trivon Llaren
Nathyn Ilnith
Ferynu Indrano
Balynu Teran
Nethyn Valno
Norus Marvel
Golven Hleran
Driloru Uvaram
Sodres Nerethi
Dorynu Verendas
Tavilu Moren
Virvyn Athren
Tanel Faren
Dathus Selvilo
***NOTABLE LOOT***
Sithis
Feyfolken I
Glass Stormsword
Realizations of Acrobacy
***SKILL INCREASES***
Alteration +1
9) Chat with Tevyn Athin, then enter the Propylon Chamber. Loot, and
head out and enter the Marandus Lower Level. Around the corner,
Ruthrisu Andoril will attack you. Proceed until you find a door on the
Upper Level for now and proceed to the next door on the left. Raldenu
Ienith and Vuldronu Girith will attack. Loot the room once they're
dealt with, being sure to unlock the Old Chest and Small Chest. Down
the hall, fight Relamu Ulom. Through the door past her, fight Trivon
Llaren, Nathyn Ilnith, and Ferynu Indrano. Loot this room, then
backtrack and enter the Upper Level. Fight Balynu Teran at the top of
the stairs. Around the corner, fight Nethyn Valno. In the next opening
on the right, fight Norus Marvel, Golven Hleran, and Driloru Uvaram.
Go ahead and both read and take the copy of Sithis as you loot the
reading it and unlock another Chest as you loot the back room. Back in
the hall, proceed to fight Sodres Nerethi. Ignore the stairs and
explore the back of the hallway, fighting Dorynu Verendas in the next
room on the right, making sure to nick her Glass Stormsword. Read and
take Realizations of Acrobacy as you loot this room. Loot the back
room and return to the stairs we skipped. At the top, fight Tavilu
Moren and take her Dwarven War Axe. Head outside and speak with Virvyn
Athren, Tanel Faren, and Dathus Selvilo. Enter the Dome and loot the
room for a random Ebony weapon in one of the chests. That's it for
here. You probably need to offload, so head due south along the river
to hit Sterdecan's Farmhouse and make your way back to Pelagiad. Once
done, return here. Head west to a 3-way intersection, and keep going
west. Ignore the almost-immediate left turn and keep following the path
straight. Turn right at the next intersection, then turn left, and find
o======================================================================o
***SKILL INCREASES***
Security x1
***NOTABLE LOOT***
10) Proceed through the first room, killing daedra. Take the right door
first and loot the room, unlocking the door and chest and disarming the
door's trap. Security should increase to 23. Take the copy of The Hope
of the Redoran without reading it, then backtrack and take the other
door out of the first room. Loot the area and leave, turning right and
hugging the mountains on the right until you hit a cave called
Missamsi
o======================================================================o
***NPCs***
Snowy Granius
11) Turn left, fighting Sixth House monsters, and cross the stones over
the lava. Head to the dead end and climb the stairs, searching the
corpse you find. Backtrack to the intersection and head the other way.
Kill several enemies and loot the area, unlocking two chests as you do.
Explore north first, then backtrack to the altar and head east, toward
the bells. Head up the winding pathway, looting what you want, and
you're done in this area. Leave and turn right, following the path to
and past Arkngthand. Turn around after killing Snowy Granius, returning
most of the way to Saren Ancestral Tomb. Turn south toward Pelagiad
when you see the signs, then follow all available left turns in the
Nissintu
o======================================================================o
***NPCs***
Llondryn Hlaalo
Ravos Relarys
Rirns Uveran
Galsu Tedas
***NOTABLE LOOT***
Feyfolken I
***SKILL INCREASES***
Destruction x18
12) Kill Llondryn Hlaalo when he rushes you. Down the hall, fight Ravos
Relarys and Rirns Uveran. Loot this room, unlocking and disarming the
chest, then continue. Proceed and unlock an underwater chest before
climbing the central column. Loot the area, fighting Galsu Tedas. Don't
Now, just follow the signs all the way back to Pelagiad and offload.
You should have found some Frost Salts and/or Void Salts and/or Daedra
potions. Cast your Destruction cantrip until you run out of Magicka-
this should raise the skill 18 ranks to 33. Head out again, bringing
the Muck you should have stashed, and go all the way back to
o======================================================================o
***NPCs***
Edras Oril
***QUESTS***
13) Head down the stairs, kill the critters, and loot the area. Don't
take the key. Take the north door first, and loot the room. Don't take
the key in here either. Backtrack and head south, unlocking the door.
Loot this area, unlocking the chest, and kill two new Skeletons. The
Edras Oril when you meet him. Agree to get rid of the kagouti, then
kill them and talk with Edras again, then escort him west along the
Farmhouse and the Sarano Ancestral Tomb for now, and proceed to the
Fields of Kummu shrine. Donate your Muck to complete the first of seven
to the south. Now, follow the road all the way to Pelagiad and offload
once again. Now, take the road toward Balmora. The first dungeon to the
Ulummusa
o======================================================================o
***NPCs***
Terenu Uveran
Godrod Hairy-Breeks
Maurrie Aurmine
***QUESTS***
***SKILL INCREASES***
Security x1
***NOTABLE LOOT***
14) Down the first ramp, fight Terenu Uveran. Past her, fight Godrod
for hostiles, so loot the small cave, noting Beluelle's Silver Bowl-it
and leave. Before heading back, continue up the road and speak with
Maurrie Aurmine for another quest. Now return to Pelagiad. You can get
info on the bowl from Ygfa, but stash it for now-we'll turn it in once
Speak to him for a note, and return to Maurrie. Turn in Nelos' note to
be done for now. Keep going up the road, and enter the cave of
Adanumuran
o======================================================================o
***NPCs***
Thurisea Thando
Marilia Saram
Fendel Alam
Gilyn Drobar
Llaalsa Dralor
***NOTABLE LOOT***
36 Lessons of Vivec, Sermon 16
15) Disarm the trap, head through the door, disarm the next trap, head
through the gate, and fight Thurisea Thando. At the intersection, head
left through the door and fight Marilia Saram and Fendel Alam. Loot the
the trap on the chest, unlock another chest, then unlock and disarm
north through the door, and fight Gilyn Drobar. Loot the room and
proceed to fight Llaalsa Dralor, the final combatant. Loot the last
room and exit. Follow the signs toward Balmora until you enter a gray
which we'll ignore for now, so head right and follow the signs to reach
the Moonmoth Legion Fort. Loot the courtyard and head inside, Prison
Towers first.
o======================================================================o
***NPCs***
Amarie Charien
Radd Hard-Heart
Erla
Urfing
Naspis Apinia
Crulius Pontanian
Peragon
Somutis Vunnis
Larrius Varro
***SPELLS***
Tranasa's Spelltrap
Crimson Despair
Daedric Willpower
Daedric Fatigue
Mother's Kiss
Heal Companion
Shalidor's Mirror
Magickguard
Feet of Notorgo
Vitality
Troll Strength
Divine Aid
Fortitude
Nimbleness
Third Barrier
Exhausting Touch
Ordeal of St. Olms
Wild Exhaustion
Wild Distraction
Gash Spirit
Drain Blood
Drain Athletics
Drain Block
Drain Destruction
Summon Hunger
Bound Longsword
Bound Shield
Soulpinch
Bound Cuirass
Bound Battle-Axe
***SKILL INCREASES***
Security x1
***QUESTS***
over to the main fort. Take useful stuff, then talk to Amarie Charien.
Admire her disposition to 90+ and buy all of her spells. Unlock her
Wooden Chest, then go speak with Radd Hard-Heart. Go speak with Erla
next, and unlock her chests. Talk to Urfing now, and unlock his chest
as well. In the next room, speak with Naspis Apinia and unlock his
next, then with Peragon, who has two chests to unlock. Head through the
west door (NOT to the Prison Towers) and speak with Somutis Vunnis.
Admire his disposition to 90+ and buy all of his spells. Unlock his
chest, then head downstairs to speak with Larrius Varro. Exhaust all
dialogue for two new quests. Loot the rest of the area, unlocking two
chests, then take the west (upper level) entrance to the Prison Towers.
Explore, loot a bit, and do the same for the east one. Finally, take
the basement entrance, disarm and unlock the chest marked "Evidence,"
and speak with Solea Nuccusius. Admire her disposition to 90+ and buy
all of her spells. That's it for now, so head outside and follow the
o======================================================================o
| |
| |
o======================================================================o
2) Skill Grinding
3) Piernette's Farmhouse
4) Balmora (Exterior)
7) Balmora Temple
14) Arkngthand
17) Zainsipilu
Hlaalo Manor
o======================================================================o
***QUESTS***
***NOTABLE LOOT***
36 Lessons of Vivec, Sermon 22
***NPCs***
Uryne Nirith
unlock the door to Hlaalo Manor, and head inside. This is going to be
our home base for most of the game due to its convenient location and
patient. When that's done, we can loot around the actual manor, but
leave that expensive Vintage Brandy alone for now. Make sure to unlock
the second floor door as well, and don't miss the 36 Lessons of Vivec,
Sermon 22-which you should steal without reading. Chat with Uryne
Nirith to learn more about the murder. Loot the rest of the manor and
head out to Nalcarya of White Haven: Fine Alchemist. Unlock her top
o======================================================================o
***NPCs***
***NOTABLE LOOT***
Grandmaster's Mortar and Pestle
Master's Calcinator
Master's Alembic
Master's Retort
***SKILL INCREASES***
Destruction +67
Alteration +89
Restoration +84
Hand-to-Hand +20
Conjuration +90
Mysticism +35
Mercantile +65
Enchant +85
Illusion +90
Block +10
Axe +85
Mysticism +50
***SPELLS***
Rest of St. Merris
Water Breathing
2) First off, loot the shop, only taking useful things. You can easily
Mortar and Pestle. Speak with Nalcarya. She restocks Daedra's Hearts,
Frost Salts, and Void Salts-more than enough to make Restore Magicka
potions. Admire her disposition to 90+ and get to work. First, we want
to max out Destruction. When that's done, you can delete the
Destruction Cantrip from your spell list (shift-click). Now, max out
Luck.
Head out to the little island on the road to Fort Moonmoth to find
10 ranks to 55. Raise Speed, Willpower, and Luck. At this point, I sold
my Dwarven Halberd, as the Ebony Shortsword was a better option going
forward. Assess what you've found so far and act accordingly. You can
use your copy of 2920, Sun's Dusk for one of those Short Blade ranks.
65. Raise Speed, Willpower, and Luck. It's a good idea to do your Short
can collect Daedra Hearts, Frost Salts, and Void Salts from the
respawning critters. You can also get great loot from Dremora and/or
segment.
75. Raise Speed, Willpower, and Luck. Keep using the Saren Tomb for
Shield). I also found an Ebony Mace, an upgrade from the Dreugh Club
version.
Spear on this outing, which becomes my go-to freely usable weapon (for
now).
Go ahead and max out Short Blade now that Speed is done. I found a
Daedric Wakizashi (the best available Short Blade), a Daedric War Axe
(the best Axe), a Glass Tower Shield (best Light shield), and a
Daedric Mace (the best Blunt Weapon) during this run, as well as the
critical Daedric Tower Shield (which can ONLY be found in random drops,
and has the highest Enchant capacity of all items in the game). With
that done, raise Conjuration 10 ranks to 20, max out Restoration, and
You should use your copy of 2920, Frostfall for one of the Conjuration
cheapish item and haggle the price up a bit, sell it, buy it back after
Luck. You should read A Dance in Fire, Chapter 6, 2920, Sun's Height,
It is now time to start on Enchant, and there are two main ways to
raise it. First, read Feyfolken I. Second, use up all the charges in
all the cast-on-use magic items you've been hoarding. Third, recharge
those with any soul gems you've managed to fill. Fourth, wait so the
items recharge and use them again. Doing this, you should raise Enchant
Intelligence, Personality, and Luck. Also note that you can use the
Umbra Sword, along with summoned monsters, to fill any empty soul gems
You may now max Enchant. This will take awhile, but it's worth it. You
may now sell off anything you don't want to use, but keep the Umbra
Sword if nothing else. When that's done, raise Illusion 5 ranks to 15,
max out Mercantile, and raise Blunt Weapon 5 ranks to 85. Raise
Personality and Luck. You may use The Hope of the Redoran for one of
those ranks, and feel free to train weapon skills on summons now that
using the Umbra Sword to fill any Grand Soul Gems you've collected with
Golden Saints (I had 6 at this point, you could have more or less-we
MOAR. 10 ranks in Illusion to 35, 5 ranks to max out Blunt Weapon, then
You know it, you love it. 10 ranks in Illusion to 65, 10 ranks in Long
With all stats but Luck maxed, go ahead and max Illusion. When that's
done, delete the cantrip and raise Long Blade 10 ranks to 75. Raise
Luck.
Things get pretty streamlined now. Raise Long Blade 10 ranks to 85,
and raise Luck. Do it again, for 95 Long Blade, and raise Luck. Now,
max out Long Blade, grab your best Light shield (I had a Glass Tower
Shield from all my combat grinding in the Saren Tomb), raise Block 5
ranks to 95, and raise Luck. Max Block, grab your best Axe (again, I
had a Daedric War Axe from Saren Tomb by now), and raise Axe 5 ranks to
20. Two of those ranks should come from the books The Axe Man and 36
Lessons of Vivec, Sermon 16. This will allow you to max Luck, and with
it your attributes.
With that done, we can get working on some endgame maneuvers. Gather up
supply of Ash Yams, if you are short on ingredients. When you are able
gear. We'll cover these in more detail later, but run to the Temple and
buy Rest of St. Merris (the spell) from Telis Salvani, and buy Water
Breathing from Marayn Dren at the Mages Guild. I had six Golden Saint
With all that done, we can get back to grinding. Leveling up still
levels. Go put on your best Medium Armor (by now, likely a Dreugh
Cuirass, Dreugh Helm, Indoril Shield, Orcish Boots, Orcish Left Bracer,
Orcish Right Bracer, Orcish Left Pauldron, and Orcish Right Pauldron)
and max it out, gaining five more levels in the process. Use your copy
Know that the only weapon you need to hold onto now is the Daedric
Katana we enchanted-you may sell everything else. You can also sell
your Orcish gear (Dark Brotherhood is as good, but weighs less), your
Dark Brotherhood Helm and Cuirass (Dreugh is better), and your Indoril
Shield (Glass Tower Shield is actually better). Go ahead and max out
Mysticism next, gaining five more levels in the process. You can
delete the Mysticism cantrip now, then strap on your Heavy Armor for
the final round (I had a Daedric Tower Shield, Ebony Right Bracer,
Imperial Steel Left Pauldron, Imperial Steel Right Pauldron, Iron Left
Bracer, and Steel Greaves). Max out Heavy Armor, gaining the final
nine levels as you do. Go ahead and read Hallgerd's Tale, which should
be the final stashed book, for one of those ranks. When ALL of that is
done, get back to Balmora, sell off excess gear, and load yourself out
as above)
Carry with you 10 Restore Magicka potions, the Package for Caius
Master's Retort, all spare thief tools, all excess Restore Magicka
potions (you may now sell off any and all others), all arrows, and all
Restore Magicka ingredients. Yahoo! We're done grinding, for good! Time
Beluelle's Farmhouse
o======================================================================o
***NPCs***
Piernette Beluelle
3) First things first, let's take care of one nagging loose end. Head
Pelagiad and Suran, near Leles Birian) and head inside. Loot the area
and speak with Piernette. Hand over the Silver Bowl without asking for
Balmora (Exterior)
o======================================================================o
***NPCs***
Selvil Sareloth
Tedryn Brenur
Dranas Dradas
Hul
Heddvild
Stargel
Shargam gro-Shagdulg
Llandras Belaal
Dralosa Athren
Rararyn Radarys
Balyn Omavel
Dralsea Arethi
***SKILL INCREASES***
Security x2
4) Might as well start at the strider port, so speak with Selvil
Sareloth. Across from him, on the roof of the council club, speak with
Tedryn Brenur and Dranas Dradas. By the entrance gate, find and speak
with Hul. In the open space here, find and speak with Heddvild. You
should be checking urns and crates for useful stuff, but at this point
that's pretty limited to gold and maybe arrows. Run down this street,
and unlock the second level entrance to The Razor Hole. This should
raise Security to 26. Near our current residence, unlock the second
level entrance to Nerano Manor. Speak with Stargel nearby. Also nearby,
with. Head down to the river now, and on this side, find and speak with
Llandras Belaal. Pick the locks on Itan's House, Vori's House, and the
upper level of Karlirah's House, then speak with Dralosa Athren and
Rararyn Radarys. Pick both locks on Tsiya's House, then cross the river.
Over here, unlock the upper level door to Drarayne Thelas' Storage, the
door to Dralosa Athren's House, and speak with Balyn Omavel. Unlock
Rarayn Radarys' House, Balyn Omarel's House on the upper level, and
Dralcea Arethi's House. Head up one more flight of stairs and speak
with Dralsea Arethi. Unlock Vorar Helas' House, both levels, and the
a good time to enter the South Wall Cornerclub, following the Main
Quest.
o======================================================================o
***NPCs***
Bacola Closcius
Sottilde
Arathor
Sugar-Lips Habasi
Phane Rielle
Tappius Esdrecus
Only-He-Stands-There
Chirranirr
Astius Hanotepelus
***FACTION***
Thieves Guild-Toad
***QUESTS***
***NOTABLE LOOT***
Incident in Necrom
5) Up the stairs to the left, unlock the Room Door. Speak with Bacola
Varro's bad people. Speak with Sottilde and Arathor on your way down
the hall. Speak with Sugar-Lips Habasi, agree to join the Thieves
Guild, and accept your first job. Go downstairs to speak with Phane
the Wooden Chest and head out. Jog over to Nalcarya's and grab a
diamond from the Small Chest upstairs. Turn it in to Habasi, ask about
advancement to be promoted to Wet Ear, then ask for another job. Leave,
and explore inside Dralcea Arethi's house next door, unlocking her
chest and table. Skip Nine-Toes for the moment, but explore Rarayn
House (speak to him and unlock his Small Chest and Chest), and skip any
o======================================================================o
***NPCs***
Caius Cosades
Vorar Helas
Tyermaillin
Rithleen
Nine-Toes
Hecerinde
Dura gra-Bol
Tsiya
Karlirah
Itan
***FACTIONS***
Blades-Novice
***QUESTS***
***SPELLS***
Heavy Burden
Strong Feather
Tinur's Hoptoad
Fourth Barrier
Fifth Barrier
Sixth Barrier
Calm Creature
Sotha's Mirror
Vivec's Feast
Spell Absorption
Dispel
***NOTABLE LOOT***
The Mirror
***SKILL INCREASES***
Security x1
6) Speak with Caius Cosades to advance the Main Quest and learn a lot.
Loot his house, getting some thief tools, disarming a trap, and picking
two locks. Quickly take the silt strider to Seyda Neen and chat with
Check out Vorar Helas' House (speak with him), Tyermaillin's House
(speak with him, buy all his spells, unlock his Wooden Chest),
Rithleen's House (speak with her, unlock her Chest), Nine-Toes' House
(speak with him, read his copy of A Dance in Fire, Chapter 3, unlock
his Small Chest), Hecerinde's House (speak with him BUT DO NOT MENTION
"SOUTH WALL", unlock his Chest, raising Security to 28), Dura gra-Bol's
House (speak with her, unlock a Chest). Cross the river and check
Tsiya's House (speak with her), Karlirah's House (speak with her,
unlock a Chest and a Small Chest, read The Warrior's Charge), Vori's
House (unlock a Small Chest), Itan's House (speak with him), Fast
Eddie's House (speak with him, unlock two Small Chests in a crate in
o======================================================================o
***NPCs***
Ilen Faveran
Dralval Andrano
Telis Salvani
Feldrelo Sadri
Llarara Omayn
Llathyno Hlaalu
Milie Hastien
***SPELLS***
Veloth's Grace
Restore Willpower
Vivec's Tears
Free Action
Energy Leech
Wisdom
Mark
Recall
Powerwell
Vigor
***FACTIONS***
Temple-Layman
***NOTABLE LOOT***
Exquisite Amulet
Exquisite Skirt
***SKILL INCREASES***
Security x1
7) Loot the area. In the second room on the left, unlock a Small Chest
and speak with Ilen Faveran. In the shrine room, turn right and speak
with Dralval Andrano. Loot his room, unlocking a Small Chest and a
Wooden Chest, then head upstairs to speak with Telis Salvani. Admire
his disposition to 100 and buy all of his spells. Next, speak with
Feldrelo Sadri and join the Temple. Loot the area (note the copies of 36
Lessons of Vivec, Sermons 34 and 14), and head to the basement. Speak
with Llarara Omayn, admire her disposition to 90+, and buy all of her
spells. Speak with Llathyno Hlaalu now, admire her disposition to 90+,
and buy all of her spells. Unlock the Wooden Chest and head out. Go to
Milie Hastien: Fine Clothier next to Nalcarya's shop next. Speak with
Milie Hastien, then loot her shop, unlocking two Small Chests, a Door,
from her shelves. Leave and enter the nearby Morag Tong Guild.
o======================================================================o
***NPCs***
Angahran
Gilyan Sedas
Nachael
Shannat Pansamsi
Ethasi Rilvayn
Ondres Nerano
Briras Tyravel
***SKILL INCREASES***
Security x1
***FACTIONS***
Thieves Guild-Footpad
***QUESTS***
***NOTABLE LOOT***
Pansamsi in the entrance room. Disarm two traps and unlock both chests.
Since we can now unlock level 90 locks, take a quick jog to Fort
Moonmoth and unlock the last chest there. But wait-we can handle level
95 locks too, so head back to Fort Pelagiad. There are 4 locks to pick.
A Wooden Door in the main fort, two Cell Doors just past that, and the
same Wooden Door going the other way. When that diversion is done, head
back to Balmora's Morag Tong Guild and go upstairs. Disarm the trap and
unlock this door. Disarm the trap, but skip the level 100 lock for now
and head back upstairs instead. This should raise Security to 30. Speak
with Ethasi Rilvayn. That's it for here, so go check out Nerano Manor.
Speak with Ondres Nerano, then pickpocket the Key to Nerano Manor from
him. Loot the rest of the manor, unlocking a Small Chest, a Chest, a
Closet, and two Doors, disarming and unlocking another Small Chest,
then go turn in the key to Habasi. Note that I found a set of Exquisite
for a promotion, then take another job before leaving. Go explore the
Western Guard Tower North (note the copy of Words and Philosophy in the
basement), Western Guard Tower South, and Tyravel Manor. Speak with
Briras Tyravel, then loot the area, noting the copy of Mystery of
and unlocking a Chest. With all that done, head into the Hlaalu Council
Manor.
Hlaalu Council Manor
o======================================================================o
***NPCs***
Nileno Dorvayn
Danar Dalomo
Imare
Dondos Driler
Bolnor Andrani
Mervs Uvayn
Falvel Arenim
Aurnie Vanne
Dralasa Nithryon
Clagius Clanler
Meldor
Dorisa Darvel
Thorek
Meril Hlaano
Traven Marvos
Alvis Teri
Dulnea Ralaal
***SPELLS***
Shadowmask
Concealment
Wild Reflect
***SKILL INCREASES***
Security x2
***NOTABLE LOOT***
Adamantium Boots
Adamantium Cuirass
Adamantium Greaves
Dwemer Pneuma-Trap
Bribe her about the Hlaalu councilors when prompted, but do not join
House Hlaalu. Speak with Danar Dalomo, Imare (who you should admire to
90+ disposition and buy spells from), and Dondos Driler. Head upstairs
to speak with Bolnor Andrani and Mervs Uvayn. Unlock two chests in
here. Ascend more stairs to speak with Falvel Arenim and Aurnie Vanne.
with her and loot her shop, unlocking three chests, raising Security to
31. Now head to Clagius Clanler: Outfitter. Speak with him and loot his
shop, unlocking two Small Chests, a Table, and two Chests. Enter
Meldor: Armorer, speak with him, and loot his shop. Unlock a Small
Chest and a Chest. There will be Adamantium Armor here, which is equal
and loot her shop, unlocking two Small Chests, a Chest, and a Chest of
Books for General Sale. Head next door to The Razor Hole. Speak with
Thorek and loot the shop, unlocking two Wooden Chests, a door, and a
Small Chest. Security should increase to 32. Get the unique Dwemer
Pneuma-Trap from in here. Cross the street now and enter Eight Plates.
Speak with Meril Hlaano, Traven Marvos, Alvis Teri, and Dulnea Ralaal.
She'll allow you to entertain the patrons; at this point, you can make
some gold with any of the options. Loot the area, unlocking two doors,
two chests, and a room door. Go next door now to the Guild of Fighters.
Guild of Fighters
o======================================================================o
***NPCs***
Fasile Charascel
Wayn
Eydis Fire-Eye
Flaenia Amiulusus
Hasphat Antabolis
Drarayne Thelas
***FACTIONS***
Fighters Guild-Associate
Fighters Guild-Apprentice
***QUESTS***
Fighters Guild-Exterminator
***NOTABLE LOOT***
10) Speak with Fasile Charascel and Wayn. Unlock two chests behind him,
then head upstairs to speak with Eydis Fire-Eye, join the Fighters
Guild, and get your first orders. Head downstairs, unlock two chests in
the bedroom, then enter the sparring room. Speak with Flaenia Amiulusus
first, then speak with Hasphat Antabolis to advance the main quest.
Disarm and unlock the door in here, then unlock the trap door behind
it. Loot the area, then make a quick run back to Seyda Neen and unlock
the level 100 dock door in the Census and Excise Office. Run back to
Balmora, go visit the Morag Tong Guild, and unlock the level 100 door
in there. Cross the river and visit Drarayne Thelas' house now. Speak
with her, then tour the house and kill the rats. Unlock a Small Chest,
When the three rats are dead, speak with Drarayne again, then head back
and report to Eydis for advancement and new orders. Head next door to
o======================================================================o
***NPCs***
Ranis Athrys
Galbedir
Estirdalin
Sharn gra-Muzgob
Marayn Dren
Masalinie Merian
Ajira
Ra'Virr
***FACTIONS***
Mages Guild-Associate
Mages Guild-Apprentice
Mages Guild-Journeyman
Mages Guild-Evoker
***QUESTS***
***SPELLS***
Fire Bite
Shock
Paralysis
Poison
Earwig
Fleabite
Burden
Feather
Poisonous Touch
Bound Boots
Bound Dagger
Bound Helm
Bound Longbow
Fire Shield
Charming Touch
Calm Humanoid
Frost Shield
Buoyancy
Water Walking
First Barrier
Levitate
Lightning Shield
Bound Mace
Bound Spear
Reflect
Soul Trap
Weak Spelldrinker
Poet's Whim
***SKILL INCREASES***
Security x1
11) Speak with Ranis Athrys and join the Mages Guild. Past her, unlock
a Small Chest, raising Security to 33, then head upstairs and speak
with Galbedir. Unlock her chest, then head downstairs and speak with
Estirdalin. Admire her disposition to 90+ and buy all of her spells,
then speak with Sharn gra-Muzgob. Admire her disposition to 90+ and buy
all of her spells, then unlock the two chests near her. Snag Sharn's
Legions of the Dead and chat with her again to wrap up a little quest
and choose a free spell. Unlock a closet near the beds, then speak with
Marayn Dren. Admire his disposition to 90+ and buy all of his spells.
In the back room, speak with Masalinie Merian, admire her disposition
to 90+, and buy all of her spells. Unlock the chest behind Ajira, then
speak with her for duties. Just hop a silt strider to Seyda Neen,
collect the mushrooms, and report back for more duties. Speak with
Ranis for advancement, then place the fake gem in Galbedir's desk and
return to Ajira. Accept more duties, speak with Ranis for advancement,
speak with her further for two more quests, then head out. Finding the
Visit Ajira and get more duties, then head next door to Ra'Virr:
Trader. Speak with Ra'Virr, buy the ceramic bowl, and loot his shop,
unlocking a chest, a door, and a wooden chest. Head back to the Guild
and visit Ajira for still more duties. Find the reports (one in the
bedroom, one at the base of the stairs up to Galbedir) and return them
to Ajira. That's it for now, so speak with Ranis once more for
o======================================================================o
***NPCs***
Culumaire
Hickim
Chuna
Benunius Agrudilius
Todwendy
Thanelen Velas
Banor Seran
Sovor Trandel
Vadusa Sathryon
Marasa Aren
Madrale Thirith
***NOTABLE LOOT***
Ring of Surroundings
12) Speak with Culumaire, Hickim, Chuna, and Benunius Agrudilius. Loot
the area, unlocking a small chest and a room door. Speak with Todwendy
(note that she is the master trainer for Short Blade), noting the
Grandmaster's thief tools on her end table. Leave and head next door to
the Council Club. First off, just speak with Thanelen Velas and head
downstairs. Speak with Banor Seran, Sovor Trandel, Vadusa Sathryon, and
Marasa Aren. Loot the area and head down more stairs to speak with
Madrale Thirith. Loot this area too, unlocking a room door and a chest.
Now save. Taunt Madrale into attacking and kill her, taking those thief
tools as a prize. Head upstairs and taunt Marasa, which will prompt not
only her but Vadusa and Sovor to attack as well. Kill all three, taking
Marasa's iron arrows. Upstairs, taunt Thanelen and kill him as well.
for avenging Ralen Hlaalo. Decline to join House Hlaalu, and head to
Fort Moonmoth to report back to Larrius Varro. With all that done,
we're finished in Balmora for now. Next, let's follow Ranis Athrys'
directions back to Punabi and Sulipund (we've passed them before). When
o======================================================================o
***NPCs***
Manwe
Darene Bienne
Sjarnfid
Eldrasea Helas
Malielle Broles
Brithroth
Cuunel
Nael
Llarar Bereloth
Itermerel
***NOTABLE LOOT***
***SKILL INCREASES***
Security x1
***FACTIONS***
Mages Guild-Conjurer
***SPELLS***
Far Silence
Daedric Health
***QUESTS***
13) Head down the ramp and speak with Manwe to get the dues. Proceed,
ignoring her warning, to fight a Daedra and Darene Bienne. Keep going
another Daedra. Through the door, fight Eldrasea Helas. Loot the area,
noting the copy of The Firsthold Revolt, the Scroll of Summon Golden
Saint (keep this with you to fill a Grand Soul Gem), and leave.
Continue northeast along the road and enter Sulipund on your left. Head
down the hall, speak with Malielle Broles, then head through a door
(disarm the trap) that appears on your right. Security should increase
to 34. Speak with Brithroth, then head out and continue up to the
second level. Speak with Cuunel and Nael, then head to the top. Loot
the room, then speak with Llarar Bereloth. Admire his disposition to
70+ and he'll agree to join the Mages Guild. Head back to Balmora now.
Turn in both of Ranis' quests, ask about advancement, pay the dues,
and become a Conjurer. Buy Ranis' spells now, then accept more duties.
his proposal, return to Ranis for more duties, return here, admire his
disposition to 90+, and buy his spells. Now head to the Eight Plates,
meet Itermerel, and agree to escort him. Get him to Pelagiad, enter the
Halfway Tavern, and get a copy of his notes. Head back to Balmora and
turn them in to Ranis, accept new duties, and we're done with the Mages
Guild for a while. Now head to Arkngthand (we've seen it many times) to
continue the Main Quest. Turn a crank near the entrance to get inside.
Arkngthand
o======================================================================o
***NPCs***
Frink Ruuz
Surus Velvus
Cristus Lync
Boss Crito
Red Livia
Dathman Mochtuis
Lalaine Essagan
Coirtene Liore
Bato Veranius
Irbran Kirbatha
Idhdean Tailas
***NOTABLE LOOT***
***QUESTS***
14) Head down the ramp. When you have a choice, go left to the floor of
the big cavern and fight Frink Ruuz and Surus Velvus. Note the three
entrances to Weepingbell Hall, and one level above note the door to the
Cells of Hollow Hand. Check out the tunnel we skipped to fight Cristus
Lync. Note another entrance to the Cells of Hollow Hand on the right,
and another entrance to Weepingbell Hall on the left. Head back to the
main room and take the second level entrance to the Cells of Hollow
Hand and fight Boss Crito. The Dwemer Puzzle Box we're after is on the
left, on the bottom shelf. Grab it and loot the room. Outside, drop a
level and take the far right door to Weepingbell Hall. Down the stairs,
disarm a trap to the right and enter to fight Red Livia. Loot around,
then leave and head down the hall. Disarm another trap before heading
through a door to fight Dathman Mochtuis. Just past him, fight Lalaine
and enter Heaven's Gallery. Fight Coirtene Liore, then head straight.
Jump over the lava to fight Bato Veranius. Head back and take the other
Land's Blood Gallery, then head all the way back to the main room of
the Hall of Centrifuge. Take the center door back into Weepingbell
Hall, then head left to find the upper level of Heaven's Gallery. Loot,
drop down, take the nearby exit to Weepingbell Hall, take the nearby
exit to the Hall of Centrifuge, then take the nearby door to a new
portion of the Cells of Hollow Hand. Fight Idhdean Tailas, note the
copy of A Dance in Fire, Chapter 4, then head back and enter the Land's
Blood Gallery. You'll start fighting Dwarven ghosts and machines now,
so be ready.
Turn left first, descend the stairs, turn right, and follow the hall.
both traps, and loot the area, unlocking a heavy dwemer chest. Turn
back and take the other door to enter the Deep Ore Passage. Past the
first room, make sure to hit the ledge on the left before proceeding
through the tunnel. When you reach the back, levitate to the top level,
disarm the trap on the heavy dwemer chest, and loot it. We're done, so
head back to Balmora and go turn in the puzzle box to Hasphat. Exhaust
all new dialogue for two letters and a new quest, then head back to
Caius. Report in, accept new duties, go chat with Hasphat again for a
key (if you like), then head to the Mages Guild and speak with Sharn
gra-Muzgob. Exhaust all new dialogue, then head out to the Andrano
o======================================================================o
***NOTABLE LOOT***
Dagger of Judgement
***QUESTS***
***FACTIONS***
Blades-Apprentice
15) Descend the steps and loot the room, then head right through two
doors and kill the critters. Head back and down the hallway, stopping
to go through a door on the right. Loot this room, head down to the
next one, loot it, and head straight past the door to loot another side
room before returning and heading down a curved hallway. Loot a side
room to the right for the unique Dagger of Judgement and the Skull of
Vivec, Sermon 15. That's it-there's one more room to loot, then head
should get a dream and a new quest. From here on, you may have random
people (Sleepers) walk up to you and start ranting about Dagoth Ur.
Their disposition drops each time and for most dialogue options, so to
prevent them turning fully hostile admire them to 50+ whenever it dips
below that threshold. Now go speak with Sharn, then report back to
Caius. Ask about Blades Apprentice for a little gift, then go ahead and
ask for new orders. With all that, head out the south gate and follow
the river. Yes, we're exploring again. Hug the rock wall to the right
o======================================================================o
***NPCs***
Findulain
Dinok
Nevrasa Dralor
***QUESTS***
***NOTABLE LOOT***
16) Descend the stairs, disarm the trap, and head through the door.
Kill critters, loot the side room to the right, then go straight and
loot, disarm the trap on the small chest (I found an empty Grand Soul
Gem here, which I filled with the Scroll of Summon Golden Saint from
Further down, skip Shulk Egg Mine-although the Fighters Guild has sent
only visit once. Go ahead and speak with Findulain and Dinok, though.
When you reach a bridge, cross it and follow the path. Watch the left
side; when the hill dips low, you should be able to see a cave in the
Follow the tunnel down to the first open room with raw ebony, kill the
Daedra, go right to kill more, then return and head straight. Proceed
to the back, killing all critters, and we're done. Head back to the
road and watch the right side for the entrance to the Shurdan-Raplay
Egg Mine. This place does feature in a House Hlaalu quest, but since
we're going Telvanni I'll go ahead and explore it now. Head inside.
Literally nothing here but the kwama. Kill, take any eggs you want, and
leave. Keep following the path until you bump into Nevrasa Dralor. Chat
with her, accept her quest, and quickly jog her over to the Fields of
Kummu. Keep your eyes peeled for the Lleran Ancestral Tomb on the right
as you go; once you safely deliver Nevrasa, head back to the tomb and
head inside.
Down the ramp, fight an undead. Unlock the door to the left, bypass the
hole, and proceed down the hall. Unlock another door, kill another
undead, and loot this room. Back toward the entrance, descend the ramp
across from the first door we unlocked. Go through a door, kill another
undead, and loot this final room, noting the copy of 36 Lessons of
Vivec, Sermon 5. I found my eighth Grand Soul Gem here. At this point,
I filled it in the Saren Tomb with a Golden Saint and used two more
For another loop, head back to Shulk Egg Mine but follow the river
south. Take the first path on your right, to the hilltop, to mark the
Odai Plateau on your world map. Back to the river, keep tracking it
south. Cross the next bridge you see and follow the signs toward Seyda
Neen. Past the tar pits, notice a cave entrance on the left-Zainsipilu.
Head inside.
Zainsipilu
o======================================================================o
***NPCs***
Nistacey
Fervas Reloro
Aranwen
Lurius Lalelius
Snadir
Haran
Bahdrashi
Anjari
Ahnisa
Muz-Ra
Agrob gra-Bogharz
Darvala Romothran
Maros Gimayn
***SKILL INCREASES***
Security x2
***NOTABLE LOOT***
The Locked Room
17) Fight Nistacey at the entrance. Past him, fight Fervas Reloro. At
the intersection, fight Aranwen and then turn right, looting the water
and fighting Lurius Lalelius. Loot his room, (I found my ninth Grand
Soul Gem here) then head back to where we fought Aranwen and go the
unexplored route. Fight Snadir, take the Zainsipilu Slave Key, pick the
lock and disarm the trap on the slave pen (raising Security to 35), and
release Haran, Bahdrashi, Anjari, Ahnisa, and Muz-Ra. Proceed and fight
by fighting Maros Gimayn. Loot this last room, noting the copy of The
Turn left and follow the road to eventually find Tarhiel's landing
spot, knowing with that you've closed the loop back to Seyda Neen. Now,
backtrack to the Odai River and follow it to the coast. Cross back to
the east side when you can and check out the Unexplored Shipwreck.
Check out the cabin and below decks for minor loot, then follow the
coastline to the east. Notice the containers behind the ship, then swim
when you have to to follow the coast to the Samarys Ancestral Tomb.
Enter.
o======================================================================o
***NOTABLE LOOT***
Mentor's Ring
Charwich-Koniinge, Volume I
***NPCs***
Ilfhild
Bedrir
Sittar
Hefadmir
18) Through the first door, fight up to four undead. Loot the area and
pass through another door and fight another undead. Disarm the trap on
the urn labeled Lord Brinne and fish the artifact Mentor's Ring out of
it. Take the ashes if you're out to collect every unique item, unlock
the chest, then leave and head back to the river. Now, follow the signs
toward Hla Oad. When you see the cave of Yasamsi, skip it for now and
head due north. On the edge of the pond, spy a chest, disarm the trap,
and loot it. Now head south to the coast, follow it west, and enter the
Unlock the first door, kill a Daedra, pass two more doors, fight two
more Daedra, then proceed to the final room. Disarm the trapped small
chest, note the copy of 36 Lessons of Vivec, Sermon 28, and leave. I
reentered until I got a Golden Saint to fill my ninth Grand Soul Gem.
Keep tracking the coast west to find a ship called the Grytewake. Speak
with Ilfhild and Velfred the Outlaw, loot the deck, and check out the
cabin. Speak with Bedrir and loot, unlocking a large chest and noting
the copies of Charwich-Koniinge, Volume I and Bone, Part Two. Head out
and head below decks. Speak with Sittar and loot the upper level, then
hit the lower level to speak with Hefadmir. Now leave, and follow the
o======================================================================o
| |
| |
o======================================================================o
1) Hla Oad
3) Assemanu
Hla Oad
o======================================================================o
***NPCs***
Baleni Salavel
Fadile Balvel
Glonagoth
Pallia Ceno
Relien Rirne
Shurkul gro-Sharga
Murudius Flaeus
Okur
Hrondar Highlander
Trasteve
Ra'Zhid
Llemisa Marys
Dalam Gavyn
Perien Aurelie
Falvis Tunel
Rabinna
Relam Arinith
***NOTABLE LOOT***
Charwich-Koniinge Letters, v2
Surfeit of Thieves
***SKILL INCREASES***
Security x2
***QUESTS***
***FACTIONS***
Thieves Guild-Blackcap
Thieves Guild-Operative
1) Start by speaking with Baleni Salavel at the docks. Loot the boat,
unlocking a worn chest. Speak with Fadile Balvel next, then Glonagoth,
then Pallia Ceno, then Relien Rirne. Let's check out some homes.
Unlock Relien Rirne's house and loot it, unlocking a chest as you do
so. Next, enter Shurkul gro-Sharga's house, speak with him, and loot,
then do the same at Murudius Flaeus' house (speak with him and note the
(speak with Hrondar Highlander, unlock a rusted chest, and note the
copy of A Dance in Fire, v1), and Okur's house (speak with her and
unlock a chest). Also check under the docks to find and unlock
Thieves Guild quest in dialogue, so loot the area and steal the Dwemer
leaving, check out the trap door. Speak with Llemisa Marys, then head
left at the intersection. Loot around, then speak with Dalam Gavyn and
Perien Aurelie. Exit and swim through the tunnel for a drowned corpse
and a few crates, then swim back and check the northeast room. Loot,
38), then speak with Falvis Tunel. Speak with Rabinna, then speak with
Relam Arinith and accept his quest. Walk Rabinna back to Balmora along
the Odai River, offload if needed, then head to Vorar Helas' house. He
will attack her immediately, so go ahead and kill him. Loot the body,
then speak with Rabinna to advance the quest. Head back to Pelagiad,
then quickly follow the signs to Ebonheart. We won't explore this place
yet-just head straight for the Argonian mission and hand her over to
that quest. Ask about jobs to get another one. Run over to Hlaalo
Manor, grab the brandy off a ground floor shelf, and run it back. Nice
and easy. Ask about advancement for a promotion, then take the next
job. Head to Pelagiad, enter Mebestien's shop, head upstairs, and nick
the Dwemer Coherer from the small chest. Take it to the fort and show
turn the quest in to Habasi. Ask about jobs for another quest, then
head to Hecerinde's house and speak to him about the South Wall. Return
to Habasi once again to wrap up her quest chain completely. Ask about
advancement for another promotion, then head back to Hla Oad. Time to
go exploring.
o======================================================================o
***NPCs***
Fjol
Gilmyn Andrilo
Sitialius Catanius
Hamlof Red-tooth
Tilena Thalor
Nels Llendo
***QUESTS***
Miscellaneous-Boethiah's Quest
2) Just north of Hla Oad, find a fellow named Fjol. He's the bandit
Larrius Varro asked us to kill, so refuse to pay him and kill him when
Don't go inside yet; instead, head west and take a nice long swim to
discover the Lost Shrine of Boethiah. Find the statue's head and speak
to it to kick off a quest. Back at the shore, head north, ignoring the
cave of Shal for now, and get back to the road. When you see a path to
the left, ignore it-it leads to Ashalmimilkala, where we'll eventually
be sent on quests. Keep to the road instead, and further ignore the
tenth and eleventh Grand Soul Gems here and filled them with Golden
fourteenth, fifteenth, and sixteenth Grand Soul Gems here and filled
them the same way), then head up the stairs in here to fight Gilmyn
Sitialius Catanius. Loot and backtrack to the bottom of the stairs, and
their room, picking one lock, and we're done. Follow the road farther
Disarm the first door's trap, then head through and fight the vampires.
the next door, fight three more. Loot the tomb, picking one lock, and
leave. Now, without deviating, follow the road and all the signage back
toward Balmora. Follow the road through the mountains to the east and
turn back south toward Balmora, ignoring the Band Egg Mine on the left.
Proceed along the road, ignoring Kudanat on your right, and ignore
(we'll explore it later) and follow the signs back toward Balmora. When
you reach an intersection where left goes to Pelagiad and right goes to
Balmora, check under a ledge north of the road to find the corpse of
Ernil Omoran. Take Tsiya's Skooma Pipe and the Note from Ernil off his
body, then head back to Balmora. Offload, head to Tsiya's House, and
hand over the pipe for a small reward. Stop by Fort Moonmoth to turn in
the Fjol quest to Larrius Varro, then start following signs down to
Vivec.
Look to the right of the road to see Nels Llendo. Talk with him. If
you're male, it's 50 gold or fight; if female, it's kiss or don't kiss.
Any option other than fighting results in him appearing at the Halfway
Tavern and offering training, but I usually just kill him. Do as you
then follow signs toward Seyda Neen to explore the southern tip of the
Bitter Coast. Cross a bridge and find the Abaesen-Pulu Egg Mine on the
It's a straight shot to the end with nothing to find but eggs, so clean
house and leave. Head south to the tip of the current spot of land to
quest sends you here, but we won't be getting it, so we'll handle it
now. Head inside.
Assemanu
o======================================================================o
***NPCs***
Dagoth Hlevul
***NOTABLE LOOT***
head north, and kill some more. Take the plunge and keep exploring,
stumbling on a dead Ordinator (and you should take his Indoril Boots).
Ascend the catwalk to find a second one-take the Indoril Right Pauldron
next to him, then proceed to the end of this path to find a third dead
it and enter. Kill a critter and proceed, hopping up the rocks (or
levitating) when you reach a wall. Kill a Dreamer, then several more,
as you proceed past an unopenable door back to the first zone. Finally,
seven Sleepers-five in Vivec we haven't met yet, and one in Suran and
spot a chest you should jump or levitate over to. Disarm the trap and
unlock it for the Robe of St. Roris. Recall to Balmora and silt stride
to Suran. Find Neldris Llervu and speak with him for thanks and a
reputation point. Head to Arano Plantation and do the same with Daynasa
Telandas. From here, it's a relatively straight shot to the Vivec silt
strider. Head there, but track back toward Pelagiad until you reach the
should be near Balur's Farmhouse. Cross one (not both) bridges back
toward Vivec. Explore the island if you wish, but the point of interest
o======================================================================o
***NPCs***
Adondasi Sadalvel
Ano Andaram
Devas Irano
***QUESTS***
4) Head through the first door, kill the vampire, and unlock the next
one. Kill the next two vampires and loot. Leave and get back on the
road. Head toward Vivec, but stop by the Hawia Egg Mine near the silt
strider en route. Speak with the egg miners, kill critters, harvest
take a deep breath and cross the bridge south into Vivec proper. Turn
right and chat with Devas Irano, the gondolier. He should give a new
quest when asked about rumors. To get started in earnest, head to the
top level and enter the Foreign Quarter Plaza. Buckle down, this will
take a while.
o======================================================================o
| |
| |
o======================================================================o
4) Hlaalu Plaza
5) Hlaalu Waistworks
6) Hlaalu Canalworks
7) Redoran Plaza
8) Redoran Waistworks
9) Redoran Canalworks
26) Beshara
27) Sinsibadon
28) Nund
29) Ansi
o======================================================================o
***NPCs***
Chalone
Domalen
Favise Selaren
Tsrazami
Alusaron
Ralen Tilvur
Raig
Baurin
Bashag gro-Snagdu
Lorbumol gro-Aglakh
Sjoring Hard-Heart
Malven Romori
Janand Maulinie
Trebonius Artorius
Tiram Gadar
Flacassia Fauseius
Sirilonwe
***QUESTS***
***NOTABLE LOOT***
Gold Cuirass
Gold Helm
A Game at Dinner
Breathing Water
Chimarvamidium
***SKILL INCREASES***
Security x1
***SPELLS***
Fire Barrier
Frost Barrier
Cruel Firebloom
Spirit Knife
Weakness to Fire
Greater Fireball
Hide
Golanar's Eye-Maze
Detect Key
Demoralize Creature
1) Speak with Chalone, then with Domalen. Accept his leaflet and read
Speak with Alusaron, accept his quest, and loot his shop, unlocking two
Chests, a Small Chest, and the Wooden Door to his private quarters.
When done, head next door to Ralen Tilvur: Smith. Speak with him and
door. Deliver the contract to Alusaron to wrap up that short quest. Now
Speak with Raig, then head left for some loot (and a chest to unlock)
prior to descending some stairs. Speak with Baurin, head through the
head down a hall to speak with Lorbumol gro-Aglakh and accept a quest.
Loot the room, unlocking a chest and a closet, equipping any Gold Armor
from the closet, then proceed to speak with Sjoring Hard-Heart. Loot
his room, unlocking a small chest and noting the copy of The Wraith's
Speak with Malven Romori and buy all of her spells. Disarm and unlock
the small chest, then speak with Janand Maulinie. Unlock the other
chest, turn right and descend the steps, loot the bedroom, then descend
more steps. Speak with Trebonius Artorius for some difficult orders,
then speak to Tiram Gadar. Loot this level, unlocking two chests and
noting the copy of A Game at Dinner, then ascend the steps and speak
with Flacassia Fauseius. Turn right, go through the door, and speak
with Sirilonwe. Buy all of her spells, then loot her room, unlocking
put them back in the chest after reading-they factor in a quest later
on. To the last room. Loot, unlocking a chest and noting the copy of
The Firsthold Revolt, and speak with Creatia Jullalian. With that,
we're done here. Use the guild guide to go offload if you like, then
leave the Foreign Quarter Plaza and head down to the Upper Waistworks.
o======================================================================o
***NPCs***
Baissa
Rolasa Oren
Idonea Munia
Sevyni Saryon
Marcel Maurard
Seryn Othralen
Miun-Gei
Andilu Drothan
Aradraen
Aurane Frernis
Raril Giral
Felvos Droryn
Urven Davor
Favel Gobor
Ethys Savil
Huleeya
Jobasha
***SPELLS***
Detect Creature
***QUESTS***
***SKILL INCREASES***
Security x1
***NOTABLE LOOT***
A Dance in Fire, v1
A Dance in Fire, v2
A Dance in Fire, v3
A Dance in Fire, v4
A Dance in Fire, v5
A Dance in Fire, v6
A Dance in Fire, v7
2) Speak with Biassa and loot her stand, picking two locks. Do the
same, down to the two locks, with Rolasa Oren. Finally, do the same,
again with two locks, with Idonea Munia. Admire her disposition to 90+
and buy all of her spells. With that done, descend to the Lower
Speak with Sevyni Saryon, Marcel Maurard, and Seryn Othralen, then
enter Miun-Gei: Enchanter. Speak with him, do NOT ask about the Dark
Brotherhood yet, accept his other quest, and loot his shop, disarming
to disarm and unlock a closet and raise Security to 40. Unlock the
chest of drawers as well, making sure to leave the Letter from Tsrazami
inside, then head out and speak with Marcel again. After updating the
Speak with Andilu and loot the shop, unlocking a chest-if you pursue
rumors and other dialogue at this point, you should advance Miun-Gei's
quest. Head downstairs to check out Aradraen: Fletcher. Speak with her
and loot the shop, unlocking five chests. Steal the Daedric Long Bow
off the wall to suddenly possess our ultimate ranged weapon. Awesome.
with her to advance a quest, loot the shop (unlocking two chests and
disarming one), then go back to the Plaza briefly to speak with Domalen
again. Head back down now-don't report to Frernis yet-and enter the
Loot the area first, unlocking a small chest, and speak with Raril
Giral. Head downstairs now, unlocking a room door and a chest, and
speak with Felvos Droryn and Hylf the Harrier. Speak with Urven Davor,
Favel Gobor, Ethys Savil, and finally with Huleeya. Don't travel
together just yet; instead, speak with Ethys again, and they can be
persuaded to let you both leave. Speak with Huleeya again, ask to
Huleeya will speak with you automatically, so exhaust all his dialogue.
One informant down, two to go. Go speak with Jobasha next, then loot
his shop. Leave books where you find them, though-several of them are
items for later quests. Note the copies of Cherim's Heart of Anequina
and all seven volumes of A Dance in Fire, as well as the small chest to
unlock. You should earn another level up reading these books. Go ahead
up and head out, then take the western door into the Foreign Quarter
Canalworks.
Foreign Quarter Canalworks
o======================================================================o
***NPCs***
Letreius Muco
Agrippina Herennia
Jeanne
J'Rasha
Simine Fralinie
Crazy-Legs Arantamo
Murkub gro-Ushul
Azuk gro-Rugob
Garzonk gro-Mulakh
Aren Maren
Nalami Veleth
Vedran Balen
***SKILL INCREASES***
Security x1
***SPELLS***
Strong Open
Wild Open
Shield
3) Head south to the Imperial Cult shrine, speak with Letreius Muco,
and loot the room, unlocking a wooden chest. Head into Agrippina
Herennia: Clothier. Speak with her and loot the shop, unlocking a small
chest and two closets. Leave and enter Jeanne: Trader. Speak with her
and loot the shop, unlocking a small chest. Security should increase to
41. Unlock the door and search the bedroom, unlocking a closet and a
Up the stairs, killing critters, and through the first door. Kill
undead and go through the second door, then up some stairs and through
a third door. Loot, unlocking the chest, kill more undead, and proceed
through another door. Kill critters and take the left (north) door.
Kill, loot, and proceed into one last room. Kill two more undead, then
exit to the eastern canalworks. Enter J'Rasha: Healer. Speak with him,
admire his disposition to 90+ and buy his spells, loot the shop
Speak with him, loot the shop, then unlock the back door and head
inside. Loot the room, disarming and unlocking two chests and unlocking
a small chest, then speak with Crazy-Legs Arantamo and then with
Gentleman Jim Stacey. Put on the gloves and speak with him again for a
when done, then enter Ibishammus. Fight Azuk gro-Rugob and Garzonk
gro-Mulakh, then loot the area, disarming and unlocking a chest and
unlocking a second one. When done, head ALL the way outside and head
south, then west, to the Hlaalu Canton. Speak with Aren Maren, then
head west to speak with Nalami Veleth. Ascend to the top level now and
speak with Vedran Balen on the west side. When done, enter the Hlaalu
Plaza.
Hlaalu Plaza
o======================================================================o
***NPCs***
Tumsa Darethi
Drulvan Rindo
Nar gro-Shagramph
Fasele Viralaine
Arvama Rathri
Sovali Uvayn
Glathel
Gadela Andus
Brethas Deras
Nalasa Sarothren
Feruren Oran
Ganalyn Saram
Bronosa Nedalor
Hlenil Neladren
Balen Sedrethi
Forvse Nerethi
Crassius Curio
Traldrisa Tervayn
Brathus Dals
Lliram Alvor
Belos Falos
Rarvela Teran
Gilan Daynes
Llavesa Drom
Nevos Urns
Gadayn Andarys
Telvon Llethan
Alveno Andules
***FACTIONS***
Fighters Guild-Journeyman
***QUESTS***
***NOTABLE LOOT***
Lord Jornibret's Last Dance
***SKILL INCREASES***
Security x1
4) Speak with Tumsa Darethi, Drulvan Rindo, and then Nar gro-Shagramph.
The latter is easily persuaded to give up the Juicedaw Feather Ring for
southeast. Speak with Fasele Viralaine, loot the area, and then cast
Recall. Offload, and enchant your new Daedric Long Bow (with a potion
and a Golden Saint soul) as follows: Soultrap for 19 seconds and Absorb
Health 19 to 20 points, Cast When Strikes. Use the guild guide to get
back to Vivec, then go turn in the ring to Lorbumol and accept his next
return to the Hlaalu Plaza and enter the Elven Nations Cornerclub.
Speak with Arvama Rathri, Sovali Uvayn, Glathel, and Gadela Andus. Loot
the area, unlocking a door, then head downstairs. Loot both sides, then
speak with Brethas Deras, Nalasa Sarothren, and Feruren Oran. Head back
to the plaza, enter the Hlaalu Alchemist, and speak with Ganalyn Saram.
Loot his shop, unlocking a wooden chest, then leave and head into Curio
Manor.
Speak with Bronosa Nedalor and Hlenil Neladren, then loot the area and
head downstairs. Speak with Balen Sedrethi, then explore south, west
(speak with Forvse Nerethi), and finally north to meet Crassius Curio.
him. Loot the room (noting the copy of Lord Jornibret's Last Dance). Go
back to Marcel Maurard now to get him to leave (the Foreign Quarter
waistworks, if you forgot), then speak with Miun-Gei about the annoying
fool to finish the quest. Head back to the Hlaalu Plaza again and enter
Speak with Traldrisa Tervayn, Brathus Dals, and Lliram Alvor. Loot the
room, then unlock the door and head further in. Speak with Belos Falos,
loot the room, speak with Rarvela Teran, loot her room (unlocking a
small chest), speak with Gilan Daynes, loot his room, then loop
counterclockwise. Speak with Llavesa Drom and Nevos Urns, then loot
this bigger room. Leave the No Name Club now and head to Hlaalu General
Goods.
Speak with Gadayn Andarys and show the love letter for a new quest.
Loot his shop (unlocking three chests and raising Security to 42), and
leave, heading for the Hlaalu Weaponsmith. Speak with Telvon Llethan,
loot his shop (unlocking two chests), then head to the Hlaalu
Pawnbroker. Speak with Alveno Andules, loot her shop (unlocking a door
Hlaalu Waistworks
o======================================================================o
***NPCs***
Elo Arethan
Eraldil
Eloroth
Erirvase Drinith
Rirnas Athren
Llaalamu Sathren
Guarg gro-Yarzol
Garer Danoran
Galasa Uvayn
Urandile Selandas
Valvosa Maryon
Tenisi Lladri
Baren Alen
Ralyn Farothran
Bratheru Oran
Edryno Arethi
Tarvyn Faren
***SPELLS***
Charisma
Resist Poison
Resist Paralysis
Rally Humanoid
Rally Creature
Enrichment
Quicksilver
Sotha's Grace
Crying Eye
Night-Eye
Shadow Form
***NOTABLE LOOT***
Glass Helmet
Glass Boots
Glass Cuirass
Glass Greaves
***QUESTS***
5) Speak with Elo Arethan, then with Eraldil to advance the love letter
quest. Speak with Eloroth , then head into the Elven Nations Cornerclub
again. Chat with Glathel, exit to the plaza, and report back to Gadayn.
Refer him to Eraldil's cousin, Glathel, then wait outside for 10 days
(24 hours, 10 times). Head back and speak with Gadayn to finish the
quest, then head back to the waistworks and enter the Hlaalu Temple.
Speak with Erirvase Drinith, then Rirnas Athren. Admire his disposition
to 90+ and buy all of his spells, then loot this room, unlocking a
Speak with Garer Danoran and loot this room, then go speak with Galasa
Uvayn before heading into the Hlaalu Records. Speak with Urandile
Selandas, then head downstairs and speak with Valvosa Maryon. Loot the
area-feel free to read the Ascadian Isles Land Deed, but make sure you
successfully reseal it and put it back in the chest. Head into the
Hlaalu Vaults and speak with Tenisi Lladri and Baren Alen, then loot
the vaults, disarming and unlocking two doors. There is a full set of
Glass Armor in here (beats Adamantium and Indoril, but not as good as
Gold), as well as tons of gold and nice random loot. Take the door to
the treasury when done, and enter the Hlaalu Prison Cells. Loot the
area, unlocking eight cell doors and speaking with Ralyn Farothran.
Loot the room, unlocking one chest, then speak with Bratheru Oran.
Admire his disposition to 90+ and buy all of his spells, and then speak
with Edryno Arethi. The latter will give a few quests even if we aren't
members of House Hlaalu, so accept her first one. Read and reseal the
Treasury Report if you like, then run it over to Baren Alen. Report
back and you can take a second quest. Do so. Now, run to the ship
outside the Foreign Quarter, sail to Hla Oad, and confront Murudius
Flaeus. Get his disposition above 90 and he'll give you a key, but we
quest. Take her next quest, then run out to the strider port to meet
Tarvyn Faren. Walk him to Pelagiad, then report back to finish the
quest. Head into the Hlaalu Canalworks by way of the south door-Edryno
Hlaalu Canalworks
o======================================================================o
***NPCs***
Relur Faryon
Dreamer
Daroso Sethri
***SKILL INCREASES***
Security x1
point. Skip the Hlaalu Ancestral Vaults for now and head down to the
the extra tunnel in the southeast corner, unlocking a chest and raising
Security to 43. Now head out and up to the Redoran Canton. Speak with
Daroso Sethri on the west side of the top level, then head into the
Redoran Plaza.
Redoran Plaza
o======================================================================o
***NPCs***
Tedur Hlarar
Brevosi Indalen
Saruse Hloran
Tenaru Romoren
Galviso Heran
Favela Dralor
Uthrel Sarys
Toris Saren
Thoryn Samori
Danasi Ralen
Arns Saren
Faral Retheran
Beldrose Dralor
Drelse Dralor
***NOTABLE LOOT***
Charwich-Koniinge Volume 1
***NOTABLE LOOT***
Ebony Greaves
***SKILL INCREASES***
Security x1
7) Speak with Tedur Hlarar, Brevosi Indalen, Saruse Hloran, and Tenaru
Romoren. Loot the plaza and head into Dralor Manor. Speak with Galviso
Heran, then head upstairs and speak with Favela Dralor. Head down two
levels now and loot, unlocking two closets, and speak with Uthrel
room to unlock two small chests, and leave. Head into the east entrance
Speak with Toris Saren and Thoryn Samori, then head upstairs to loot
before going downstairs and speaking with Danasi Ralen. Loot the
storeroom then head up through the trapdoor to speak with Arns Saren.
Loot around, noting the copy of 2920, Second Seed, v5, and head out and
Speak with Faral Retheran and accept a quest-like Edryno, she'll give a
few to nonmembers of her house. Unlock two small chests behind her, and
head to the Redoran Prison Cells. Unlock five cell doors, then head
back through the treasury to the Redoran Vaults. Speak with Beldrose
Dralor and Drelse Dralor, and then loot the vaults, disarming two traps
and unlocking two doors. Unlock six chests on the bottom level and
Security should now increase to 44. On the middle level, unlock five
with Meril Hlaano (boost disposition if needed), then make your way
back to Vivec via guild guide to report back to Faral Retheran. That's
Redoran Waistworks
o======================================================================o
***NPCs***
Nelmil Hler
Elms Llervu
Ulveni Daram
Hlavora Sadas
Rathyne Thirano
Relms Gilvilo
Sorosi Radobar
Talis Drurel
Rothis Nethan
Guril Retheran
Brildraso Nethan
Ulyno Uvirith
Minglos
Savard
Balen Andrano
***SPELLS***
Blood Gift
Turn Undead
***NOTABLE LOOT***
***QUESTS***
Speak with Elms Llervu and Ulveni Daram, then head into Redoran
Records. Speak with Hlavora Sadas and Rathyne Thirano, and loot the
area, then head across the way to the Redoran Temple Shrine. Speak with
Relms Gilvilo, admire his disposition to 90+, and buy all of his
spells. Loot the area, unlocking a chest, then leave and head to the
Flowers of Gold.
Speak with Sorosi Radobar and Talis Drurel, then loot this room,
unlocking the room door and a chest, then head downstairs. Speak with
Rothis Nethan and Guril Retheran, then leave and visit the Redoran
Scout and Drillmaster. Speak with Brildraso Nethan and Ulyno Uvirith,
loot the area, noting the copy of A Dance in Fire, Chapter 3, speak
Speak with Savard and loot the shop, unlocking a chest, then head to
the Redoran Trader. Speak with Balen Andrano and accept his quest. Loot
his shop, unlocking a door and a chest as well as noting the copy of
Quarter canalworks. Put the bone in the chest next to the bed, making
sure you aren't seen, then head back to Balen to complete the quest.
For a follow-up, head back to Jeanne's again. Speak with her for a new
quest, then head to the bedroom and kill the Dwarven Specter. Speak
with Jeanne for another reward, then head back to Redoran Canton and
Redoran Canalworks
o======================================================================o
***NPCs***
Dalse Adren
***NOTABLE LOOT***
Daedric Dagger
9) On the west side, head into the Redoran Ancestral Vaults. Kill the
critters and loot, unlocking three chests and a door, then head down to
the Redoran Underworks. Kill and loot, noting the Daedric Dagger at the
Sixth House altar in the northwest corner, then leave and head east to
the Arena Canton. Speak with Dalse Adren, the gondolier, then head into
Arena Pit
o======================================================================o
***NPCs***
Vilyn Rervam
Morusu Varen
Tanusea Veloth
Snat gro-Ushug
10) Speak with Vilyn Rervam, Morusu Varen, Tanusea Veloth, and Snat
Arena Waistworks
o======================================================================o
***NPCs***
Farmin
Alvura Othrenim
Senyndie
Ultis Salam
Mevil Molor
Seanwen
***NOTABLE LOOT***
***SKILL INCREASES***
Security x1
11) In this area, speak with Farmin and Alvura Othrenim, the latter of
which is a rescued sleeper who will grant a reputation point. Check out
the floor of the Arena Pit, then head into Arena Fighters Quarters and
speak with Senyndie. Unlock her closet, then speak with Ultis Salam as
you loot the rest of the area, noting the copy of A Dance in Fire, v1,
and leave. Head to the Arena Holding Cells, unlock six cell doors, and
Loot the area, unlocking a small chest (and raising Security to 45).
Note the copy of 2920, Evening Star. Speak with Mevil Molor and
Seanwen, then head down to the canalworks via the west entrance.
Arena Canalworks
o======================================================================o
***NPCs***
Ulmesi Baryon
Taros Dral
Serul Dathren
Rogdul gro-Bularz
Minnibi Selkin-Adda
Eno Hlaalu
Aron Andaren
Fendryn Delvi
***FACTIONS***
Morag Tong-Associate
***QUESTS***
***NOTABLE LOOT***
Chance's Folly
Ring of Khajiit
***SKILL INCREASES***
Security x1
12) Take either entrance to Arena Storage. Loot around and kill rats,
copy of Chance's Folly (which will raise Security to 46), unlock the
northeast door, loot, unlocking two chests and disarming one of them,
then disarm and unlock the southern door, then unlock and enter the
Head down the hall, up the stairs, and loot the room, unlocking three
chests, then speak with Ulmesi Baryon and Taros Dral for a Daedric
with Serul Dathren. Head east now to speak with Rogdul gro-Bularz. Loot
the room, unlocking a chest, and head east to speak with Minnibi
Selkin-Adda. Loot his room, unlocking a chest, then head south and up
the stairs to eventually find Eno Hlaalu. Loot the room, unlocking two
chests, and speak with him to join the Morag Tong. Accept your first
longsword and rising force potion you should've stashed earlier, then
cross the river and head to Balyn Omavel's house. Find his kettle and
treat it with the poison, then head to the Mages Guild and go back to
Feruren Oran, strip naked so he'll talk with you, taunt him into
attacking you, and kill him. Head back to Morag Tong HQ and speak with
for the artifact Ring of Khajiit. Zip over to Saren Manor in the
Redoran Plaza to deal with Toris Saren (he'll attack when you speak to
him), and report back to Eno Hlaalu. That's all we can do for the Tong
for quite a while, so head out and down to the Arena Underworks.
There is a dead body in the water on the south side, and a Dreamer as
well. Not much to this one. Head out and go east once more to the
Telvanni Canton. Speak with Aron Andaren for a new quest, and then
speak to Fendryn Delvi, the gondolier. With that, head upstairs and
Telvanni Plaza
o======================================================================o
***NPCs***
Tendren Hlervu
Deldasa Thirandus
Avoni Dren
Landa
Cirwedh
Cirges Adrard
Ciel Nestal
Tolmera Relenim
Silius Fulcinius
Ferarilie Riscel
Salora Salobar
Dals Sadri
Mavon Drenim
Femer Veralor
Fendel Hlaren
Kalorter
Tadas Llendu
Gonk gra-Gurub
Idroso Vendu
Ethal Seloth
Nannithon
***NOTABLE LOOT***
The Dowry
Greed
Karpal's Friend
Maryon's Staff
***SKILL INCREASES***
Security x2
13) Speak with Tendren Hlervu, Deldasa Thirandus, Avoni Dren, and
Landa, then enter the Telvanni Tower. Turn left to speak with Cirwedh,
Cirges Adrard, and Ciel Nestal, then head to the center to speak with
Tolmera Relenim, Silius Fulcinius, and Ferarilie Riscel, then loot this
room, noting the copies of Azura and the Box, The Importance of Where,
and The Dowry (which will raise Security to 47). Head upstairs now and
speak with Salora Salobar, Dals Sadri, and Mavon Drenim. Loot this
room, then head down to the Telvanni Prison Cells. On the right, note
the copies of Words and Philosophy and How Orsinium Passed to the Orcs.
Unlock seven cell doors, raising Security to 48, speak with Femer
Veralor, then leave and head to the Telvanni Vault next door.
Disarm and unlock both doors, take the left one first, kill the
critters, check the chests, disarm and unlock the door behind you, and
loot the actual vault. Make sure to get Greed, the unique spear,
Karpal's Friend, the unique axe, Maryon's Staff, the unique staff, and
the Ebony Boots, which are probably an upgrade. Head all the way back
Speak with Fendel Hlaren and Kalorter, loot the area, and leave. Check
out Telvanni Upper Storage to speak with Tadas Llendu. Loot the area
gra-Gurub, Idroso Vendu, Ethal Seloth, and Nannithon, then loot the
area. Unlock five chests, then leave and head down to the waistworks.
Telvanni Waistworks
o======================================================================o
***NPCs***
Golveso Senim
Favani Faryon
Endul Rothandus
Ennbjof
Teegla
Manara Othan
Arvyn Llerayn
Maesa Gabinia
Garas Seloth
Galuro Belan
Salver Lleran
Fevyn Ralen
Audenian Valius
Melie Frenck
***NOTABLE LOOT***
***QUESTS***
Miscellaneous-Roland's Tear
***SPELLS***
Frost Storm
Lightning Storm
Fenrick's Doorjam
Stumble
Clench
Woe
Weapon Eater
Fire Storm
Seryn's Gift
Veloth's Benison
Panacea
Regenerate
***SKILL INCREASES***
Security x52
14) Speak with Golveso Senim, Favani Faryon, and Endul Rothandus, then
enter the Lizard's Head. Speak with Ennbjof, Teegla, and Manara Othan.
Loot the area, finding Mazte for Ennbjof in a cupboard, then go give it
to him for a neat little quest. You should unlock a small chest and a
room door. Downstairs, speak with Arvyn Llerayn and Maesa Gabinia. In
the back, nab the unique Head of Scourge, then leave. Head to the
Telvanni Alchemist.
Speak with Garas Seloth, loot the shop, unlocking a wooden chest and
chest, then leave. Head to the Telvanni Apothecary next. Speak with
Galuro Belan, accept her bribe, loot the shop, unlocking five chests and
noting the copy of The Cake and the Diamond, and leave. Run back to the
Foreign Quarter and turn Belan into Aurane Frernis anyway for double
the reward, then speak with her again for a new quest. Head back now
Speak with Salver Lleran, then loot, finding a copy of The Wolf Queen,
Book III through the trapdoor. Next, head into the Telvanni Mage. Speak
with Fevyn Ralen, admire his disposition to 90+, and buy all of his
thief tools as needed, until it hits 100. With that done, head to the
Telvanni Enchanter.
Speak with Audenian Valius to update a quest, then loot the shop
and kill the rats. Speak with him again, and head out and down to the
90+, buy all of her spells, and loot the area. When done, head out and
Telvanni Canalworks
o======================================================================o
***NPCs***
Eldrar Fathryon
Mim-Jeen
Wud-Neeus
Inerri
El-Lurasha
Dro'Qanar
15) Speak with Eldrar Fathryon, pickpocket his key, and free the slaves
the area and head into the Telvanni Monster Lab. Kill critters and
loot, staying wary of traps. Loot as desired, and head down to the
underworks.
Move through the sewers and kill all of the rats-you'll get a journal
update when it's done. Return to Audenian Valius for a reward, then
head out, west, and south to the St. Delyn canton. Just head on up to
o======================================================================o
***NPCs***
Cassius Olcinius
Delmus Rurvyn
Faven Arns
Dedaenc
Dro'Barri
Tarani Dralno
Lucretinaus Olcinius
Mevel Fererus
Alarvyne Indalas
Rathal Barus
Elmera Verethi
Drurile Valaai
Satheri Rothandus
Bradil Elarven
Drelayn Dredayn
Gols Nilvon
Faralenu Henim
Orvona Vadryon
Llonas Felder
Artisa Arelas
Ernse Llervu
Tervur Braven
Gomeso Sarano
Dolyn Rols
Rilos Delms
Drelis Ondyn
Badbog gra-Shug
Dolsa Gilvani
Elethus Tobor
***QUESTS***
***NOTABLE LOOT***
16) Find Cassius Olcinius (he's chameleoned) on the west end of the
plaza and speak with him for a quest. Speak with Delmus Rurvyn, Faven
Arns, Dedaenc, Dro'Barri, and Tarani Dralno. Loot the plaza, then head
into Lucretinaus Olcinius: Trader. Loot the shop and chat with him,
then head back to Telvanni Canton to speak with Fevyn Ralen. Refuse to
pay, return to Lucretinaus, and receive the gold. Return to Fevyn and
pay him, then return to Lucretinaus one last time to finish the quest.
Loot the shop and speak with Mevel, then head into the Glassworkers
Hall. Speak with Alarvyne Indalas for a quest, then speak with Rathal
Barus and Elmera Verethi. Loot, then head downstairs to speak with
Drurile Valaai, Satheri Rothandus, and Bradil Elarven. Head out and
Speak with Drelayn Dredayn, Gols Nilvon, Faralenu Henim, and Orvona
Vadryon. Head downstairs to speak with Llonas Felder, Artisa Arelas,
and Ernse Llervu (the master trainer for Blunt Weapon). Back in the
plaza, head to Tervur Braven: Trader. Speak with him and loot the shop,
then head to the St. Delyn Potter's Hall. Speak with Gomeso Sarano,
Dolyn Rols, and Rilos Delms. Loot, then head downstairs to speak with
Drelis Ondyn, Badbog gra-Shug, Dolsa Gilvani, and Elethus Tobor. Loot
this area, noting the copy of 2920, Last Seed, v8, then head
o======================================================================o
***NPCs***
Niden Naros
Amili Llaram
Deras Girando
Vivyne Andrano
17) Kill the ghost, loot, and head to Waist North-Two. Loot, then head
for Waist South-One. Speak with Niden Naros, loot the apartment, and
head to Waist South-Two. Speak with Amili Llaram, loot the apartment,
then enter the waistworks proper. Speak with Deras Girando, then go to
the lower level to speak with Vivyne Andrano, another awakened Sleeper.
With that, head outside to start tackling the canalworks level. Enter
o======================================================================o
***NPCs***
Drilame Githrano
Higil
Ilmeni Dren
Dro'Zaymar
Haki
18) Speak with Drilame Githrano, loot the apartment, and head to Canal
North-Three. Speak with Higil, loot the apartment, and head over to
Canal South-One. Loot the apartment and speak with Ilmeni Dren. We'll
be back later, in case one of her dialogue options seems cryptic. Head
Dro'Zaymar, loot the apartment, then head through the waistworks into
the canalworks proper. Take the west entrance, then pass through into
St. Delyn storage. Loot this whole area, killing rats and undead, then
Pass through to the underworks. Loot the underworks, noting the side
cavern someone's been living in, and speak with Haki. Don't enter the
shrine just yet, as a later quest will send us here. Instead, head all
o======================================================================o
***NPCs***
Girvani Sedas
Falso Sadrys
Ginadura Andrethi
Busheeus
Galis Seleth
Faulgor
Star
Shagar gra-Snagarz
Yngling Half-Troll
Vaval Selas
Relosa Tharyon
Ienase Relnim
Arvela Falas
Omesu Hlarys
Dram Bero
***QUESTS***
***NOTABLE LOOT***
***SPELLS***
Frost Shield
Swimmer's Blessing
19) Speak with Girvani Sedas, whose rumor dialogue should kick off a
new quest. Speak with Falso Sadrys, Ginadura Andrethi, and Busheeus as
you loot the plaza. Head into St. Olms Upper North-One. Loot the
apartment, speak with Galis Seleth, then leave and enter Yngling Manor.
shelf behind him, then speak with Star, Shagar gra-Snagarz, and Yngling
the game rats in the cell alone, then leave and head to the St. Olms
Temple.
90+ and buying all of his spells. Loot the area, noting the copy of 36
Lessons of Vivec, Sermon 27, and (VERY important) the Marandus Propylon
Index, then head out and into Upper South-One. Speak with Relosa
Tharyon, loot the apartment, then head into Upper North-Two. Loot the
apartment, noting the copy of Lord Jornibret's Last Dance, speak with
Ienase Relnim, then leave and head into the Haunted Manor.
Don't be deterred by the sounds; head down and through the door to
speak with Garding the Bold, Arvela Falas, Omesu Hlarys, and Dram Bero.
you don't have one yet, pick a Daedric Katana-otherwise, get whatever
you like. Head out now and tackle the waistworks, beginning by entering
o======================================================================o
***NPCs***
Tralayn Vavas
Favona Gilnith
Melvuli Hlaalu
Dalvus Helothran
Adaves Therayn
Duvianus Platorius
Aldyne Arenim
Nalis Gals
Bervyn Lleryn
Noldrasi Bedas
Nivos Drivam
Fedura Sethan
Gindas Ildram
Mevure Hlen
Tirele Aralas
Relvese Velni
Moroni Uvelas
***NOTABLE LOOT***
20) Speak with Tralayn Vavas, loot the apartment, and head to Waist
North-Two. Speak with Favona Gilnith, loot the apartment (noting the
Speak with Melvuli Hlaalu, loot the apartment, and head to Waist
South-Two. Speak with Dalvus Helothran, loot the apartment, and head
Speak with Adaves Therayn for a clue about Addhiranirr. Speak with
Duvianus Platorius, then loot the lower level and speak with Aldyne
Arenim, Nalis Gals, and Bervyn Lleryn, then head into the Tanners and
Miners Hall. Speak with Noldrasi Bedas and Nivos Drivam, loot the hall,
and head to the Farmers and Laborers Hall. Speak with Fedura Sethan and
Gindas Ildram, loot the hall, and head to the Tailors and Dyers Hall.
Speak with Mevure Hlen and Tirele Aralas, loot the hall, and head to
the Brewers and Fishmongers Hall. Speak with Relvese Velni and Moroni
Uvelas (the latter advancing a quest), loot the hall, and leave. Head
outside to start the canalworks level by entering St. Olms Canal
North-One.
o======================================================================o
***NPCs***
Eralane Hledas
Golvyni Faryon
Hlaroi Faryon
Inera Faryon
Hroa
Nalvilie Saren
Dro'Sakhar
Achel
J'Dhannar
Sevisa Teran
Addhiranirr
Gulvilie Arinith
Nalosi Alari
Talsi Uvayn
Danso Indules
***SPELLS***
Restore Personality
Restore Agility
21) Speak with Eralane Hledas, another awakened Sleeper. Loot the
Hlaroi Faryon, and Inera Faryon, loot the apartment, and head to Canal
North-Three. Speak with Hroa, loot the apartment, and head to Canal
South-One. Speak with Nalvilie Saren, loot the apartment, and head to
Canal South-Two. Speak with Dro'Sakhar, loot the apartment, and head to
Canal South-Three. Speak with Achel, loot the apartment, then head
Speak with J'Dhannar and Sevisa Teran, then head into St. Olms Storage.
Kill rats and undead and loot, then head down to the underworks. Kill
rats and a Corprus Stalker, making sure to grab Danar's Ring off of the
the waistworks. Give Moroni Uvelas Danar's Ring to complete that quest,
then speak with Duvianus Platorius again. Lie to him to get rid of him,
then go back to Addhiranirr for more info. Find a bed to nap in for
your second disturbing dream, then leave and head out to the High Fane.
Speak with Nalosi Alari, Talsi Uvayn, and Danso Indules. With the
latter, admire her disposition to 90+ and buy all of her spells, then
visit the Shrine to Stop the Moon. Offer it the Rising Force potion I
told you (ages ago) to tote-if you don't have one, Danso Indules sells
Justice.
Hall of Justice
o======================================================================o
***NPCs***
Melvure Rindu
Radene Hlaalu
Nervana Verelas
Nedeni Tenim
Nalmila Thelas
Elam Andas
Tarer Braryn
Brerayne Reloran
Felmena Falavel
Berel Sala
Suryn Athones
Aroa Nethalen
Dreamer Prophet
***NOTABLE LOOT***
***QUESTS***
22) Speak with Melvure Rindu, then head into the Ordinator Barracks.
Speak with Radene Hlaalu, Nervana Verelas, Nedeni Tenim, and Nalmila
from Adamantium for me. Leave and enter the Office of the Watch. Speak
with Elam Andas to progress a quest, then speak with Tarer Braryn for
another quest. Head through the (almost) covered trapdoor, then into
Do NOT speak with Brerayne Reloran. Look around as you like (noting the
read Galur Rithari's Papers), then head into the Justice Offices.
Speak with Felmena Falavel and Berel Sala, loot, explore and speak with
Suryn Athones and Aroa Nethalen, finish looting, then head out. Before
exploring the Temple compound further, head back to the Foreign Quarter
and to the Mages Guild. Speak with Trebonius to progress Tarer's quest,
underworks. Head down there and kill the Dreamer Prophet, then return
to the Hall of Justice to turn in both quests (choose the unique Belt
of the Armor of God). With that, head through to the Hall of Wisdom.
Hall of Wisdom
o======================================================================o
***NPCs***
Midar Aravel
Delmene Helas
Nevil Malvayn
Garyne Uvenim
Adrusu Rothrano
Balver Sarethan
Velms Sadryon
Mehra Milo
***NOTABLE LOOT***
Quarters. Speak with Nevil Malvayn and Garyne Uvenim, loot, leave, and
head into the Canon Offices. Speak with Adrusu Rothrano, then loot,
noting the copy of The Wolf Queen, v5. Leave and enter Milo's Quarters.
Speak with Balver Sarethan, Velms Sadryon, and Mehra Milo. Follow her
as requested and speak with her again, then loot the library, stealing
Vivec, Sermon 27. Find a bed and sleep for your third disturbing dream,
Kill rats and loot, then head up and into the High Fane.
High Fane
o======================================================================o
***NPCs***
Eris Telas
Dileno Lloran
Llandris Thirandus
Endryn Llethan
Tholer Saryoni
Vivec
***NOTABLE LOOT***
36 Lessons of Vivec, Sermon 10
24) Speak with Eris Telas and loot the room, noting the copies of 36
speak with Dileno Lloran, Llandris Thirandus, and Endryn Llethan, and
in the locked room speak with Tholer Saryoni. Avoid asking about Four
Lessons of Vivec, Sermon 24, then head out to the Palace of Vivec, the
final canton.
First, head to the top of the steps and donate 100 gold at the Shrine
quick, but you can't do much yet. Feel free to speak with Vivec and
read the notes behind him, then head out and enter Level 1 of the
Puzzle Canal.
Puzzle Canal
o======================================================================o
***NPCs***
Krazzt
Tinos Drothan
***QUESTS***
***FACTIONS***
Blades-Journeyman
25) Kill rats, then leave and check out Level 2. Clear it, leave, and
check out Level 4 (yes, skip 3). Clear it, jump underwater, and enter
Level 5. Clear it, exit south to arrive on level 2, then drop down to
level 3. Kill the rat and head to the Center. Examine the shrine, then
yourself drown. Give Krazzt the silver longsword you should be carrying
(there's one in the nearby chest if you missed that), then examine the
back to Caius. Speak with him again for more orders. Now for some
exploration.
From Vivec's strider port, head east then turn south along the coast.
Speak with Tinos Drothan for a miscellaneous quest, then head south.
Ignore Ald Sotha for now, and enter the cave of Beshara.
Beshara
o======================================================================o
***NPCs***
Laire
Fanasa Ienith
Rerilie Llandu
Varasa Dreloth
Urnel Relas
Galam Llendu
Dondir
Glannison
Alvur Hleran
Nirtunus Crunus
***NOTABLE LOOT***
Realizations of Acrobacy
26) Down the first ramp, fight Laire, then up the steps to fight Fanasa
Ienith and Rerilie Llandu. Loot, then head through the tunnel and fight
Alvur Hleran. Loot and explore (not much here), then head down the
final tunnel to fight Nirtunus Crunus. Loot when done, noting the 10
Acrobacy, and take the 10 pieces of raw glass back to Tinos Drothan to
complete his quest. From here, head east, skirting along the north edge
of Ald Sotha, cross the river, and follow the coast. Watch the opposite
shore for a Dwemer tower-when you see it, swim across and follow the
Sinsibadon
o======================================================================o
***NPCs***
Herd
Dridyn Berethi
Borug gro-Lazgarn
Kaasha
Am-Ra
J'Jarsha
Wusha
On-Wazei
Ahdni
***QUESTS***
27) Fight Herd and advance into the cave. Past some critters, fight
gro-Lazgarn, who carries the Sinsibadon Slave Key. Free the slaves
Kaasha, Am-Ra, J'Jarsha, Wusha, On-Wazei, and Ahdni. Speaking with one
will get you a passcode related to the Twin Lamps. That means...yes,
back to Vivec. Head to St. Delyn and speak with Ilmeni Dren again for a
quest. Now head back to where we met Tinos Drothan and proceed south,
hugging the coast to the west. When you find a cave called Nund, head
inside.
Nund
o======================================================================o
***NPCs***
Mecilvus Gabenagus
Gwen
Lesley
Dothasi Mothryon
Caccian Hers
Belas Othren
***NOTABLE LOOT***
28) Fight Mecilvus Gabenagus, then head down the hall and fight Gwen.
Beneath the platform, you can speak with Lesley, interestingly enough.
Note the copy of Notes on Racial Phylogeny, then proceed. Kill Dothasi
Mothryon when she attacks, then proceed to the end to fight Caccian
Hers and Belas Othren. That's it, so loot, noting the copy of A Dance
Ignore it for now and proceed south along the road to the cave of Ansi.
Before entering, head east and swim a little ways to an island where
you can see an overturned rowboat. Loot the crate and barrel if you
Ansi
o======================================================================o
***NPCs***
Lunia Menanius
Llondresa Reloth
Taves Aralen
Bolvus Ieneth
Kanet
Tuvenie Varam
29) Fight Lunia Menanius in the first tunnel, and proceed. Turn left at
the fork and fight Llondresa Reloth. Fight Taves Aralen in the next
room, loot, then proceed to fight Bolvus Ieneth and Kanet. Loot and
to fight Tuvenie Varam (might need your bow). Loot her platform and
| |
| |
o======================================================================o
4) Imperial Chapels
5) Mudan Grotto
6) Uncharted Shipwreck
8) Sennananit
9) Aleft
10) Addadshashanammu
12) Kudanat
o======================================================================o
***NPCs***
Olfin gro-Logrob
Gaeldol
Fainertil
Ian
Blatta Hateria
Nevosi Hlan
Fiiriel
Haening
Thoromlallor
Siltalaure
Okan-Shei
J'Zhirr
Bolrin
Shazgob gra-Luzgan
Canctunian Ponius
***NOTABLE LOOT***
Servant's Skull
1) On the way in, speak with Olfin gro-Logrob, Gaeldol, Fainertil, and
Ian in what you'll learn is the East Empire Company Plaza. Go explore
the north dock next to meet Blatta Hateria and loot the two boats.
Check the south dock to meet Nevosi Hlan, then loot out the Chun-Ook.
Note the Servant's Skull in the cabin and the copy of 2920, First Seed
in the upper level. Nab the 10 pieces of limeware from the lower level,
and feel free to run them to Alarvyne Indalas at St. Delyn since it's
so close by. Now, explore the East Empire South Warehouse (the northern
tower portion) before entering the East Empire North Warehouse. Speak
with Fiiriel and Haening, loot, then head into the East Empire South
Warehouse. Explore the tower, then enter the warehouse proper. Speak
with Thoromlallor and Siltalaure, loot, and head out and into the East
Speak with Okan-Shei, and J'Zhirr, loot this room and the closet on the
right, and head deeper into the hall. Speak with Bolrin and Shazgob
Loot the room, noting the copy of A Dance in Fire, Chapter 6, then
o======================================================================o
***NPCs***
Maline Masolaude
Pilus Amatius
Vilamon
Apelles Matius
Jonus Maximus
Augurius Sialius
Joslin
Chanil-Lee
Agning
Vinnus Laecinnius
Lassinia Mussillius
Ukawei
Im-Kilaya
Geel-Lah
Onasha
An-Deesei
On-Wan
Briring
Eiruki Hearth-Healer
Bedraflod
Ingokning
Heidmir
Joshur
Alodie Jes
Norring
Sirollus Saccus
Nebia Amphia
Fanildil
Aumsi
Ervona Barys
Nedhelorn
Landorume
***NOTABLE LOOT***
***SPELLS***
Weary
Strong Levitate
Wearying Touch
Strength Leech
Shockbloom
Lightning Bolt
Commanding Touch
Absorb Personality
Absorb Strength
Absorb Willpower
Orc Strength
Rapid Regenerate
Alad's Caliginy
Invisibility
Dire Noise
Iron Will
the various Hawkmoth Towers (there are six, some with OK loot inside,
and Augurius Sialius to speak to), then enter the Six Fishes. Speak
with Joslin, Chanil-Lee, and Agning. Loot and head upstairs to speak
with Vinnus Laecinnius and Lassinia Mussillius, loot, and head to the
basement. Loot here too, then leave and head to the Argonian Mission.
Speak with Ukawei, Im-Kilaya, Geel-Lah, and Onasha. Loot the room, then
passage to find and speak to On-Wan. Note the copy of The Marksmanship
Lesson, and leave the mission. Head to the Skyrim Mission next door.
then loot, noting the copies of A Dance in Fire, Chapter 4 and The Wolf
Queen, v2. Speak with Heidmir through the one door, then leave and head
In the prison area, speak with Joshur, Alodie Jes, and Norring, then
head over to the smithy to speak with Sirollus Saccus. Loot and head
upstairs. At the fork, head right and down into the barracks. Speak
with Nebia Amphia, admire her disposition to 90+, and buy all of her
spells. Speak with Fanildil, admire his disposition to 90+, and buy all
of his spells. Speak with Aumsi and loot the room, then head further
upstairs. Speak with Ervona Barys, Frald the White, Nedhelorn, and
Landorume, loot the room, and leave. Time to cross the bridge and enter
o======================================================================o
***NPCs***
Llerar Mandas
Asciene Rane
Llivas Othravel
Ruccia Conician
Galas Drenim
Relen Hlaalu
Varus Vantinius
Llaalam Dredil
Matus Mido
Tuvene Arethan
Rufinus Alleius
Frostien Ephine
Viccia Claevius
Cavortius Albuttian
Glallian Maraennius
Ekkhi
Sader
Jelin
Birard Adrognese
***QUESTS***
Miscellaneous-Dredil's Delivery
***NOTABLE LOOT***
yet), Llivas Othravel, Ruccia Conician, Galas Drenim, and Relen Hlaalu.
Head up the stairs to the southeast or southwest and speak with Varus
Vantinius, Llaalam Dredil (who will give a quest), and Duke Vedam Dren.
Run back out to the East Empire Company Hall and deliver the letter to
J'Zhirr, then run the next letter back to Dredil. Run back to the Hall
again and speak with Bolrin once again for a new quest. Hoof it over to
the Telvanni canton in Vivec, nick the client list from Audenian
Valius' bedroom, kill the Hunger that spawns, then run it back to
Bolrin. Now head back to the Grand Council Chambers, up the southwest
tower (all the way), and out into the Grand Council Chambers Tower.
Speak with Matus Mido, then loot and head back out into the main
council chambers. Head north into the Imperial Commission. Speak with
Tuvene Arethan and Rufinus Alleius, loot (noting the copies of The
Alchemist's Formulary and The Wolf Queen, v5, and noting but LEAVING
HERE Elvul's Black Blindfold). Although you should unlock the way,
don't enter the Underground Caves yet; head into the Imperial Guard
Garrison instead.
Sader, Jelin, and Birard Adrognese. Head up, out, and into the Imperial
Chapels.
Imperial Chapels
o======================================================================o
***NPCs***
Lalatia Varian
Sauleius Cullian
Sarmosia Vant
Frik
Iulus Truptor
Synnolian Tunifus
Kaye
Balur Salvu
***NOTABLE LOOT***
The Dowry
Shoes of Conviction
Maran Amulet
Zenithar's Frock
Stendarran Belt
***SPELLS***
Stamina
Detect Enchantment
Purge Magic
Divine Intervention
Rallying Touch
***QUESTS***
***FACTIONS***
Imperial Cult-Novice
Imperial Cult-Initiate
Imperial Cult-Acolyte
Frik, loot the area (noting the copy of The Dowry), then speak with
Iulus Truptor, Synnolian Tunifus, and Kaye, all of whom will offer
quests (and you should accept all three). With Synnolian, make sure to
admire his disposition to 90+ and buy all of his spells. Head out to
Balur's Farmhouse (it's nearby and we've seen it before). Speak with
Balur Salvu, then explore and loot the farmhouse, making sure to grab
the five marshmerrow. Ask Salvu to teach you something for a copy of
The Cake and the Diamond. Head back to Ebonheart, and ask any High Elf
(I used Fainertil) about Caryarel for some clues. Head to the Skyrim
Mission and bother everyone about alms. Head back to the Chapels and
Novice. Report to Iulus that you've doubled the goal for the unique
speak with him again for the unique Maran Amulet, and speak with him
AGAIN for a new quest. Head to the Argonian Mission and bother everyone
for alms, then return to Iulus and tell him you've doubled the goal
speak to him again for the unique Stendarran Belt, then speak with him
one more time for a new quest. That's it for questing for now, but note
that Lalatia Varian will now sell spells and offer quests of her own.
Take the first one.
quest. Now, head back to the docks in Ebonheart. Leave town to the
south and when the path dead-ends on some rocks swim due west. From the
first island you hit, swim west and a bit south and you should find the
Mudan Grotto
o======================================================================o
***NOTABLE LOOT***
Dragonbone Cuirass
5) Just swim through the tunnels, killing critters, and enter the Lost
for the submerged lower center passage. To the left is the Mudan Right
Tower, and straight ahead is the Vault. Head to the tower first to
visit Peke Utchoo (heh), then head into the Vault. Kill the unique
we've found so far. Leave when done, get back to shore, and to the
southern tip of the land. You should be able to see the Palace of
Vivec; swim out to an island due south of it. The shipwreck is easily
o======================================================================o
6) Loot the cabin for some gold, then loot the lower levels for
due west over the ridge to return to Hlormaren. Follow the road north
o======================================================================o
7) Just move through, killing as you go. At the first fork, loot the
room to the left and go straight. Go right at the next fork, loot, then
return and go straight. With that, this little tomb is done. Leave and
offroad to the west until you find the cave of Sennananit (about due
Sennananit
o======================================================================o
8) Not much in this little cave. Kill everything and loot, then head
out. Head north and track the coast east, eventually looping around a
o======================================================================o
***NPCs***
Holmgeira
critters and looting. When done, go south along your current peninsula
and head inside-we're finally entering a Daedric ruin for the first
time.
Addadshashanammu
o======================================================================o
***NPCs***
Dortodd
Irinwe
Eradan
Jolding
Pelena Acicius
***NOTABLE LOOT***
10) Fight Dortodd, Irinwe, Eradan, Jolding, and Pelena Acicius, then
loot this shrine to Sheogorath. Note the copies of The Lunar Lorkhan
and The Third Door, the latter of which should raise you to Level 80.
Use the bedroll by the entrance to rest, then leave. Head back to the
road (east), then follow it north to the Band Egg Mine. Head inside.
o======================================================================o
11) Turn left at the first intersection, then head back when you
dead-end and turn left (northeast). When you hit the queen, turn around
leave. Follow the road through the ridge going east, then hug the right
Kudanat
o======================================================================o
***NPCs***
Falion
Tandasea Salas
Murag gro-Atumph
Ulenea Beloren
Vianis Tiragrius
Nalur Indrano
Ra'Sava
Ah-Meesei
Adharanji
Heedul
Oleen-Gei
Bugrol gro-Bagul
Hlormar Wine-Sot
Sosia Caristiana
***NOTABLE LOOT***
Unnamed Book
Cloudcleaver
***QUESTS***
Miscellaneous-Recovering Cloudcleaver
12) Fight Falion, Throknolf the Craven, Tandasea Salas, then loot the
water pool. Proceed to fight Murag gro-Atumph and Ulenea Beloren. Loot
this room, then proceed to fight Vianis Tiragrius and Nalur Indrano.
Loot the last room, being sure to nab the slave key from the table and
noting the copy of the Unnamed Book, then go free the slaves Ra'Sava,
leave and stick with the road toward Caldera. Before the intersection
with the naked Nord, veer off-road a bit northwest and speak with
Bugrol gro-Bagul for a quest. With that, go ahead and chat with the
naked Nord, Hlormar Wine-Sot, for another. Head almost due north and
just *slightly* west fo find Sosia Caristiana. The best reward comes
done, backtrack to where you met Hlormar and follow the road toward
Caldera Mining Company. Skip Alveleg and Ashanammu, and proceed through
the Caldera Mine (yes, we're skipping it too) to the Uveran Ancestal
o======================================================================o
13) Kill undead and loot this very straightforward little tomb. The
first two side rooms hold nothing of particular interest, and frankly,
the final room does not either. When you've explored to your
and enter the town of Caldera. We've passed through once before, but
o======================================================================o
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o======================================================================o
2) Guild of Mages
3) Ghorak Manor
4) Shushishi
5) Abaelun Mine
Caldera
o======================================================================o
***NPCs***
Keel-Raniur
Nedhelas
Dro'Shavir
Valvius Mevureius
Surane Leoriane
Odairan Ashummi-Ammus
Bashuk gra-Bat
Elmussa Damori
Canodia Felannus
Olumba gro-Boglar
Foves Arenim
Llaros Uvayn
Cunius Pelelius
Odral Helvi
***NOTABLE LOOT***
Chance's Folly
***SPELLS***
Demoralize Beast
Demoralizing Touch
Telekinesis
Medusa's Gaze
Silence
Wild Earwig
1) Speak with Keel-Raniur and Nedhelas, then head into the North Guard
loot (note the copy of Mystery of Talara, Part 1), and head to Valvius
Mevureius' House. Speak with him, loot (noting the copies of Mystery of
Talara, Part 2 and Mystery of Talara, Part 5), then head into
with her, loot, and head to Odairan Ashummi-Ammus' House. Speak with
him, loot, and head to Bashuk gra-Bat's House. Speak with her, loot,
then run her note out to Bugrol. Hand it over to finish the quest, then
head back to Caldera and head to Elmussa Damori's house. Speak with
her, loot (noting the copy of Chance's Folly and leaving the Caldera
Mining Contract where it is), then leave and head to Canodia Felannus'
House. Enter, speak with her, loot, and head to Nedhelas' House. Loot
(ignore the tomb for now), leave, and head to the South Guard Towers.
First, head up either tower and speak with Olumba gro-Boglar. On the
main level, speak with Foves Arenim and Llaros Uvayn. With the latter,
admire her disposition to 90+ and buy all of her spells. Speak with
Cunius Pelelius, loot the back center tower, then head up either of the
other back towers to Odral Helvi's rooms. Speak with him, loot (leave
all books in his chest), and head out to the Mages Guild.
Guild of Mages
o======================================================================o
***NPCs***
Medila Indaren
Ernand Thierry
Eraamion
Folms Mirel
Emelia Duronia
Falanaamo
Irgola
Hodlismod
Verick Gemain
***NOTABLE LOOT***
***SPELLS***
Armor Eater
Doze
Bound Gauntlets
Sleep
Toxic Cloud
Light
Dire Earwig
2) Loot the room (noting the copy of 2920, Hearth Fire, v9), then speak
with Medila Indaren (buying all of her spells) and Ernand Thierry. Loot
the door behind him, then head upstairs to speak with Eraamion (whose
spells you should buy), Folms Mirel (who has a new quest), and Emelia
Duronia. Use her to offload in Balmora if needed, then come back and
head to Falanaamo: Clothier. Speak with him, loot his shop, then head
found the Marandus Propylon Index, so get it from wherever it's stashed
and bring it to him as well. Now head to Hodlismod: Armorer. Speak with
him, loot the shop (noting the copy of The Armorer's Challenge), and
leave. Head to Verick Gemain: Trader. Speak with him loot his shop, and
Ghorak Manor
o======================================================================o
***NPCs***
Lorzub gro-Bogla
Urul gro-Ghorak
Creeper
Ghoragdush gro-Kashug
Gulfim gra-Borbul
Duma gro-Lag
Shenk
Iratian Albarnian
Ri'Shajirr
Aeta Wave-Breaker
***NOTABLE LOOT***
***QUESTS***
3) Speak with Lorzub gro-Bogla, note the copy of The Wolf Queen, v7 in
the fireplace, speak with Urul gro-Ghorak, note the copy of Night Falls
will buy goods at full value and has 5000 gold in reserve-very useful
if you still need to make money. After acquainting yourself with him,
top floor to speak with Duma gro-Lag. Ask him to recreate the Shrine of
Boethiah to progress that quest. Use the guild guide to get to Vivec,
Glory. Speak with him about the Twin Lamps for a few rare books we've
already read, then head back to Caldera. Turn the book and gold over to
Speak with Shenk, loot the bar, speak with Iratian Albarnian, head
Sneak), loot the area, and leave. That's it for Caldera, so let's go
explore some more. Just out of town to the east, find and speak with
Aeta Wave-Breaker for a new quest. For the sake of mapping paths, head
out of Caldera to the north, ignore anything you see, and follow signs
toward Ald'Ruhn. Eventually, you'll start to see signs for Buckmoth
Legion Fort-follow those. When you spot the fort to your right, follow
the path from the fort doors, turn right, and head directly through the
Daedric ruin at Ramimilk. Keep going, following the paths downhill, and
you'll arrive at the cave of Shushishi just a bit east of Aeta (but
over a ridge). If you don't care about path mapping, just levitate east
Shushishi
o======================================================================o
***NPCs***
Atulg gro-Largum
Galdiir
Halof
Vilvyni Uveran
Monsey
Ma'Jidarr
Tsajadhi
Meeh-Mei
Deesh-Meeus
Galdiir. Further in, fight Halof (who has the slave key) and levitate
up to fight Vilvyni Uveran. Loot up here, then proceed through the loop
Loot this last room, freeing the slaves Meeh-Mei and Deesh-Meeus, and
Exit. Run along the path now, watching the left, to discover Abaelun
Abaelun Mine
o======================================================================o
***NPCs***
Davas Aralas
Alvor Andas
Mervis
Rernel Arano
Aralas, Alvor Andas, Mervis, and Rernel Arano, then leave. Head left to
method of choice, then look northeast of town, outside the walls, for
o======================================================================o
***NPCs***
Pemenie
Sjorvar Horse-Mouth
***QUESTS***
***NOTABLE LOOT***
loot, head back to the other fork, loot, and rejoice in being done.
Leave and follow the road north out of Caldera. Follow signs first
along the "main road" to Ald'Ruhn, and on the left you should soon spot
Pemenie. Speak with her and agree to the quest, then head back south
and follow road signs to quickly rush her to Gnaar Mok. Head back
toward where you met her after you get the Boots of Blinding Speed (I
know), and proceed north along the road when you get back there. Take
the first left to find Sjorvar Horse-Mouth. Speak with him, loot his
shack, then proceed north along the road. Eventually, you'll find a
fork with signs; turn left to head toward Gnaar Mok again. On the left,
before long, you'll spot the Telvayn Ancestral Tomb. Skip it, follow
the road toward Gnaar Mok (skip the mudcrabs and the cave of Mallapi
and any netch-just trust me), and when you arrive from the north we're
| |
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o======================================================================o
1) Gnaar Mok
2) Shurinbaal
3) Shunned Shipwreck
4) Khartag Point
6) Andasreth
8) Milk
Gnaar Mok
o======================================================================o
***NPCs***
Valveli Arelas
Nadene Rotheran
Anglalos
Caryarel
Jerian Dolbanitte
Mush-Mere
Rostlogi
Daren Adryn
Selvura Andrano
Anas Ulven
Sodrara Andalas
Dridas Salvani
Almse Arenim
Drarus Berano
Andilo Thelas
Hinald
Balan
Wadarkhu
***NOTABLE LOOT***
***FACTIONS***
Imperial Cult-Adept
***QUESTS***
Imperial Cult-The Haunting
Balmora and offload if needed before coming back here. Start by looting
the boats and speaking with Valveli Arelas, Nadene Rotheran, Anglalos,
speak with him, and loot. Do the same in Mush-Mere's shack (noting the
copy of 2920, First Seed, v3), then head to Caryarel's shack. Get the
Chapel Limeware Bowl from a barrel by his bed, then head to Rostlogi's
shack. Speak with her and loot, then loot Anglalos' Shack next door
(noting the copy of The Rear Guard). Now head into Nadene Rotheran's
shack.
Speak with Daren Adryn for Ahnassi's quest. Before speaking with him
again, speak with Selvura Andrano, Anas Ulven, and Sodrara Andalas. Now
ask Adryn about Ahnassi again, and you'll have to kill all four Camonna
Tong. Loot them and the shack, then head over to Arenim Manor. Explore
Speak with Almse Arenim, then head to the stairs up. Speak with Drarus
Berano, then head out to the balcony to speak with Andilo Thelas. Now
Speak with Hinald, Balan, and Wadarkhu (the second master trainer in
Sneak), loot the place, and we're done in Gnaar Mok. Head to Pelagiad
and chat with Ahnassi to move her quest along, noting that you get
36 Lessons of Vivec, Sermon 30, then head to St. Olms Canton Canalworks
in Vivec and speak with J'Dhannar. Head to the Foreign Quarter now and
and take it back to J'Dhannar. Now head back to Pelagiad to report back
to Ahnassi again, then go speak with her at her house. Head to Vivec
Arena Fighters Quarters and chat with Senyndie, receiving a copy of The
Black Arrow, v1, then return to Ahnassi for another task. Gold Kanet
and Coda Flowers are both plentiful in the Ascadian Isles and Bitter
Coast respectively, so just grab some and bring them back for another
task. Head to the Telvanni Tower in Vivec and steal Mavon Drenim's
Flamemirror Robe from the closet by the beds. Take it back to Ahnassi,
trade it for 20 Ebony Throwing Stars, and speak with her again for yet
another task. Head to Ebonheart now, snag Elvul's Black Blindfold from
Kaye at the Imperial Chapels while you're here. Ask him about
sent to Caldera. Visit Ahnassi one last time to end her quest chain.
Nedhelas outside. Enter his house, and head through the trapdoor to the
the Ghost of Galos Heleran, report back to Nedhelas, then back to Kaye.
Shurinbaal.
Shurinbaal
o======================================================================o
***NPCs***
Enjine
Sethesi Adas
Talamu Sethandas
Dovrosi Varyon
Gancolm
Galtus Serethi
Crottus Cedus
Eponis Vinipter
Daroder Helni
***NOTABLE LOOT***
Unnamed Book
tunnels; go right first to swim and fight Galtus Serethi and Crottus
Cedus. Loot the platform, then head back to the intersection, head
through the gate, and fight Eponis Vinipter and Daroder Helni (who
carries copies of Ice and Chiton and Unnamed Book). Leave and swim
Check out the tree stumps, then head into An Abandoned Shack. Loot
Shunned Shipwreck
o======================================================================o
3) Check out the cabin and lower levels-nothing too special. Head back
to Gnaar Mok and head north from Arenim Manor to find a cave called
Ilunibi. Check the tree stumps, but skip this and swim north. There's
Khartag Point.
Khartag Point
o======================================================================o
***NPCs***
Shulong gro-Azorku
Dumburz gro-Bulfish
Lazgar gra-Durog
Ugdumph gro-Lumbuk
Rasha
***NOTABLE LOOT***
Goldbrand
***QUESTS***
4) If, like me, you arrived before the shrine is finished, swim west
and explore the Neglected Shipwreck. Before going in, check the nearby
island and capsized longboat for a fair bit of loot. Now go inside.
Explore and loot as you like, but the real point is to wait in 24-hour
Get on the road and follow it all the way back into the West Gash, up
until a T-intersection with a signpost, and turn left toward Gnisis and
Ald'Ruhn. Speak with Rasha along the road for a miscellaneous quest,
then continue north until you see an unmarked trail to the left. Follow
o======================================================================o
***NPCs***
Drulene Falen
Glaum
Gaban
***QUESTS***
***NOTABLE LOOT***
Hallgerd's Tale
5) Speak with Drulene Falen for a House Redoran quest. Loot her ranch
and hut (noting the copy of The Hope of the Redoran), then head back
to the Bitter Coast. You should see the offending mudcrabs straight
ahead by a guar corpse, so kill them and report back to Drulene. Speak
with her again for another quest, then head to the previously-skipped
Head through this very straightforward tomb, fight Glaum and Gaban,
loot (noting the copy of Hallgerd's Tale), and return to Drulene again.
With that done, go a little south from Drulene's hut to see another
unmarked path heading west through the hills. You'll cross some ash
o======================================================================o
***NPCs***
Dareru Omalas
Andril Othran
Dinor Thilandas
Nalsie Radas
Ildos Rothren
Beleru Hledri
Raynilie Andromo
Brelar Andas
Athesie Andas
Llelan Andoril
Folvalie Omalor
Gilas Llervu
Aloie Indaram
Giryn Nirith
Sulis Rendas
***NOTABLE LOOT***
explore the first side room to fight Dareru Omalas. Loot the room,
noting the copy of The Wolf Queen, v4, then head out and continue
clockwise. In the next side room, fight Andril Othran and loot. Return
to the hall and proceed clockwise to fight Dinor Thilandas. The next
side room has four dead Redoran guards (they feature in a Redoran quest
if you're joining that house), and after that you'll find an open room
where you'll fight Nalsie Radas and Ildos Rothren. Loot the room, but
don't go upstairs yet. Continuing clockwise on the lower level, you can
Andromo in the first side room, then loot, noting the copy of The
Dragon Break Re-Examined. Proceed, skipping the stairs, and in the next
side room fight Brelar Andas and Athesie Andas. Note the copy of The
Rear Guard as you continue, fighting Llelan Andoril in the next room.
Gilas Llervu in the hallway, then finish the loop. Return to the stairs
and go up and outside. Fight Aloie Indaram, Giryn Nirith, and Sulis
Rendas to finish clearing the stronghold. Head back to the main road
past Drulene Falen's hut and continue north. Turn left toward Gnisis at
the next fork, and follow the road a long way to the next signpost.
Turn left on the unmarked path, then left again at the next fork, and
follow this path south to the Saramisun-Assa Egg Mine. Head inside.
Saramisun-Assa Egg Mine
o======================================================================o
same in the Queen's Lair, and leave. Back outside, head back toward the
main road, and back toward Ald'Ruhn. After the first signpost, watch
the left for an unmarked path. When you spot it, take it to the
Down the first ramp, kill critters and turn right to head to the lower
level. Loot near the shrine, then head back up and through the doors
around the hole to proceed. Loot the corpses and leave. Back on the
main road again, continue back toward Ald'Ruhn, but note the next
unmarked path, again on the left. Follow it to Milk. This is the site
Milk
o======================================================================o
***NPCs***
Llarel Llenim
Faver Seran
Dramis Maryon
Danaronea Daryon
Gandela Indoran
Ilmyna Romoren
Arethan Mandas
Ivela Uvenim
Hisin Deep-Raed
Drerel Indaren
Falanu Indaren
***NOTABLE LOOT***
Mystery of Talara, v5
The Icecap
***QUESTS***
Miscellaneous-Divided by Nix-Hounds
8) Fight Llarel Llenim and Faver Seran. Loot and continue, fighting
loot, then proceed. Fight Gandela Indoran, loot, and continue to fight
Ilmyna Romoren. Loot and continue, skipping the room with the
non-hostile Arethan Mandas for now, and fight Ivela Uvenim. Loot her
room and the underwater passage, then return to Arethan. Loot his room,
noting the copies of Vernaccus and Bourlor and Mystery of Talara, v5,
and speak to him-I leave him alive and exit the cave, with a quest in
hand. Back at the main road, continue toward Ald'Ruhn, but almost
immediately break right back toward Caldera. Speak to the naked Nord
casting Cure Common Disease on Other on him, receiving The Icecap for
Maar Gan, then watch off road to the left to meet Drerel Indaren. Speak
with him for a new quest, head east and a hair south to kill two
nix-hounds and find Falanu Indaren. Drerel will give you a copy of A
Dance in Fire, Chapter 2 to complete the quest. Chat with Falanu if you
like, then get back to the main road. Head back toward where you met
Drerel, looking for a signpost with three signs to the west (Maar Gan,
Caldera, and Gnisis) and two to the east (Ald-Ruhn and Buckmoth Legion
Fort). Across from the sign, there should be an unmarked path heading
south. Take this path to the Hleran Ancestral Tomb, and head inside.
o======================================================================o
***NPCs***
Viatrix Petilia
***NOTABLE LOOT***
Trap
***QUESTS***
(unless you want to depart from this guide and join that clan). Head
down the ramp, kill vamps, and loot, noting the copy of Trap. Head
through the other door, kill, loot, and leave. Head back to the main
road, and follow it toward and past Ald'Ruhn, following signs to the
Buckmoth Legion Fort. You'll bump into Viatrix Petilia, so speak with
Keep following signs for the fort until you get there, then proceed as
turn left and follow the path, and before long you'll reach the
Ghostfence. Admire it if you like, then follow the trail east alongside
yet, so just rush through the center gates and take Viatrix to the
shrine (just inside and up a hill to the right) to complete her quest.
o======================================================================o
***NPCs***
Shardie
Rulfim gra-Ogdub
Eldil Bradyn
Thetrard Phirrienele
Raesa Pullia
Syloria Siruliulus
Cocistian Quaspus
Segunivus Mantedius
Olquar
Aldaril
Yambagorn gro-Shulor
Hingor
Attelivupus Catius
Arnand Liric
Dulian
***SPELLS***
Summon Bonelord
Summon Clannfear
Temptation
Heartbite
Cure Poison
10) In the courtyard, loot and speak with Shardie (the master trainer
in Block). Head up onto the wall and enter the Towers. Explore this
zone, then exit to the balcony and enter the prison. In the cells, you
can speak with Rulfim gra-Ogdub and Eldil Bradyn before heading down
through a trapdoor. Down here, you can meet Thetrard Phirrienele before
making your way back through the Towers to the Interior.
Segunivus Mantedius, and Olquar. Loot this room, as well as the two
towers to the east, then head through the northwest door to descend to
the Fort's lower level. Speak with Aldaril, admire his disposition to
90+, and buy his spells. Speak with Yambagorn gro-Shulor, Hingor,
Attelivupis Catius, and loot the room. Head north to speak with Arnand
Liric, admire his disposition to 90+, and buy his spell. Loot the room,
then head south. Loot this room and speak with Imsin the Dreamer and
Dulian, then leave. Do note that our advancement in the Imperial Cult is
high enough for free blessings, so we can use altars to cure any disease
AND refill magicka (if you're an Atronach) with no expense. We're now
ready to go to Ald'Ruhn, so follow the signs and stroll into town. Just
to unlock fast travel, head to the Manor District (the HUGE building),
Now you can recall to Balmora, offload as needed, and take a strider or
o======================================================================o
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o======================================================================o
2) Ald'Ruhn Manors
5) Temple
6) Guild of Fighters
7) Guild of Mages
9) Mallapi
11) Dushariran
13) Odibaal
14) Bthanchend
o======================================================================o
***NPCs***
Navam Veran
Louis Beauchamp
Tauryon
Braynas Hlervu
Galthragoth
Pellecia Aurrus
Ilmiril
Dravasa Andrethi
Aryni Orethi
Gindrala Hleran
Gildan
Ienas Sarandas
Drinar Varyon
Tiras Sadus
Bevene Releth
Dandera Selaro
Codus Callonus
Daynes Redothril
Bivale Teneran
Cienne Sintieve
Lledsa Vari
Llether Vari
***NOTABLE LOOT***
Realizations of Acrobacy
Bthuangth's Harvester
The Mirror
Mystery of Talara, v5
***QUESTS***
1) Speak with Navam Veran at the silt strider port, then check out
Guard Towers 2 and 1 just south of him, noting the copy of The Third
Door in Tower 1. Speak with Louis Beauchamp outside the Mages Guild for
a Bloodmoon quest we'll do MUCH later. Speak with Tauryon next, who
will give alms for our current Imperial Cult almoner quest. Now, head
to the east end of town, south of the temple, and check out Braynas
Hlervu's house. Loot it, then speak with Braynas outside, while wearing
your Bal Molagmer gloves. Now, enter Galthragoth's House next door,
speak with him for some more alms, loot the house (noting the copy of A
Dance in Fire, Chapter 2), then leave. Next door is Pellecia Aurrus'
House, so speak with her, loot, and leave. Head next door to Ilmiril's
House, speak with him, loot, and leave. Next door is Dravasa Andrethi's
house. Speak with her, loot (noting the copy of A Dance in Fire,
Chapter 7), and leave. Outside, to the west, find and speak with Aryni
Orethi and Gindrala Hleran, then enter Gildan's House. Speak with her,
loot, and leave, then loot Tauryon's House and Gindrala Hleran's House.
loot her house and leave. West is Aryni Orethi's House-loot, noting the
leave. Now, go next door to Ienas Sarandas' House. Loot the house, then
speak with Ienas and leave. Next door is Drinar Varyon's House; loot,
then speak with Drinar and leave. Go chat with Dravasa Andrethi for a
reputation point. Now, head north of the temple to Morvayn Manor and
head inside.
Kill the many critters, loot the place (noting the copies of 36 Lessons
Vivec, Sermon 25. Leave. Near Skar, head to Tiras Sadus: General
Merchandise. Speak with Tiras, loot, and leave, getting a quest for the
trouble and noting the copy of The Wolf Queen, v4. Go chat with Ienas
give you several items, one of which is Tiras' belt, so go deliver it.
Now, go next door to Bevene Releth: Clothier. Speak with her, get a
quest, speak with her again to return Ienas' amulet, then loot the
shop. Next door, speak with Dandera Selaro, loot around, then loot the
Sermon 6 and Last Scabbard of Akrash. Get the unique spear Bthuangth's
Harvester from behind the bed, then leave. Now head to Codus Callonus:
Talara, v5), speak with Codus (who will give alms), and leave. Head
next door to Daynes Redothril: Pawnbroker. Loot, speak with Daynes for
a miscellaneous quest, speak with him again to return his items, and
Start at the ground level and enter Bivale Teneran: Clothier. Loot the
shop, speak with her for a quest, speak with her again to return the
goods, and leave. Next, head to Cienne Sintieve: Alchemist. Loot the
shop, speak with Cienne (who will give alms), and leave. Head to Vari:
Enchanter. Loot (noting the copy of The Buying Game), speak with Lledsa
and Llether for a quest, speak with him again to return Ienas' last
item, and leave. Let's start exploring manors now. Head to Ramoran
Ald'Ruhn Manors
o======================================================================o
***NPCs***
Garvs Ramarys
Raryn Daren
Nalvyna Sarinith
Hlaren Ramoran
Favilea Sathendas
Athyn Sarethi
Domesea Sarethi
Dinara Othrelas
Eindel
Llanel Brenos
Fathasa Llethri
Sanvyn Llethri
Tens Nolar
Ureval Dralayn
Garisa Llethri
Ethes Evos
Bolyn Elval
Vindyne Belvani
Gandosa Arobar
Llavane Hlas
Miner Arobar
Ralam Vilas
Irver Fevur
Vevul Alver
Velsa Orethi
Novor Gorvas
Tereri Irethi
Malsa Ules
Varvur Sarethi
Tidras Deltis
Nathyne Uvelas
Idros Givyn
Bevadar Bels
Vendrela Aravel
Veresa Salvani
Nidryne Redas
Bolvyn Venim
Dilvene Venim
***NOTABLE LOOT***
***QUESTS***
2) Speak with Garvs Ramarys, loot the area, and head to the private
quarters. Speak with Raryn Daren, Nalvyna Sarinith, and Hlaren Ramoran,
Sarethi, loot their bedroom, and head to the guard quarters. Loot,
noting the copy of 36 Lessons of Vivec, Sermon 17, and leave. Head to
the Llethri Manor Entrance. Speak with Dinara Othrelas, Eindel, and
Llanel Brenos, then enter the guard quarters to the left. Loot, noting
the copy of The Marksmanship Lesson, making sure to leave the four
Darts of Judgment where they are. Enter the bedrooms now, speaking with
Fathasa Llethri and Sanvyn Llethri. Loot, but leave the Redoran Master
Helm where it is. Enter the private quarters. Speak with Tens Nolar,
Secrets where it is, and leave. Head to the Arobar Manor Entrance.
Speak with Ethes Evos and enter the guard quarters. Speak with Bolyn
Elval, then loot, noting the copy of 36 Lessons of Vivec, Sermon 20.
Enter the private quarters. Speak with Vindyne Belvani, loot, and enter
the bedrooms. Speak with Gandosa Arobar, Llavane Hlas, and Miner
Arobar, loot (leave Boethiah's Pillow Book where it is), and leave.
Enter the Venim Manor Entrance now. Speak with Ralam Vilas, Irver
Fevur, Vevul Alver, and Velsa Orethi, then enter the guard quarters.
Speak with Novor Gorvas and Tereri Irethi, loot, nicking the Hlervu
Locket, noting the copy of The Wolf Queen, v1, and head out and enter
the right wing. Speak with Malsa Ules, read the note on the bench,
then head northwest to find a locked door behind a tapestry. Speak with
Varvur Sarethi, but don't ask him to travel yet-we'll be back on the
quest later. Instead, head southeast down a ramp to speak with Tidras
Deltis, then head back up, under the stairs, up and around to enter the
private quarters. Speak with Nathyne Uvelas, Idros Givyn, Bevadar Bels,
Vendrela Aravel, Veresa Salvani, Nidryne Redas, and Bolvyn Venim. Don't
mention the Hlervu Locket to him. Loot, then head downstairs and take
the first door to the bedrooms. Speak with Dilvene Venim, loot (noting
the copy of 2920, Morning Star, v1), then head out and take the other
door. Loot the four rooms in here, then leave the manor. Take a second
to return the Hlervu Locket to Braynas Hlervu (wear the gloves and
mention the Bal Molagmer), then take a quick trip to Jim Stacey for
Head to Yngling Manor in St. Olms, go downstairs, nick the ledger, and
return it to Jim for another quest. Head to the Hall of Wisdom, search
the Library for the deed, then deliver it to Indrele Rathryon in Seyda
Neen (again, make sure you're wearing the gloves). Back to Jim again
for the next quest. Now, offload in Balmora if you like, then head back
o======================================================================o
***NPCs***
Neminda
Mivanu Retheran
Vonden Mano
Galsa Gindu
Goras Andrelo
Mivanu Andrelo
Guls Llervu
Malpenix Blonia
Tuveso Beleth
Deval Beleth
Nilos Talds
Mondros Balur
Boldrisa Andrano
***NOTABLE LOOT***
3) At the entrance, speak with Neminda, but don't join House Redoran.
When done, head through to the Hall proper. Speak with Mivanu Retheran,
then enter the practice room. Speak with Vonden Mano, note the copy of
36 Lessons of Vivec, Sermon 23, then head out and into Galsa Gindu's
House. Speak with Galsa, loot, leave, and enter Goras Andrelo's House.
Speak with Goras, as well as Mivanu Andrelo, loot, then head out and
into Guls Llervu's House. Speak with Guls, loot (noting the copy of 36
Lessons of Vivec, Sermon 27), leave, and enter Malpenix Blonia: Trader.
Speak with Malpenix (who will give alms), loot, then leave and head to
Tuveso Beleth: Smith. Speak with Tuveso, as well as Deval Beleth, loot,
then leave and enter the Morvayn Quarters. Speak with Nilos Talds,
Mondros Balur, and Mistress Brara Morvayn, loot (noting the copy of The
Wolf Queen, v7), then leave and enter the Council Hostel. Loot, leave,
and enter Boldrisa Andrano's House. Speak with Boldrisa, loot (noting
the copies of The Alchemist's Formulary and 2920, Sun's Dusk, v11),
then leave. Out in the Manor District, let's check out the Morag Tong.
o======================================================================o
***NPCs***
Goren Andarys
Hoki
Salyni Nelvayn
Lassour Zenammu
Darvam Hleran
Thengil
Bralas Mels
Dather Manel
Volene Llervu
***SPELLS***
Poisonbloom
Potent Poison
Hornhand
***NOTABLE LOOT***
4) Speak with Goren Andarys, Hoki (who will give alms), and Salyni
Nelvayn (buy all of her spells). Loot (noting the copy of The Prayers
of Baranat), go through the door, speak with Lassour Zenammu, loot, and
leave. That's it (for now) for Skar, so head out and go check out the
Speak with Darvam Hleran, Thengil, Bralas Mels, Dather Manel, and
Volene Llervu, then loot and leave. Now, head over to the Ald'Ruhn
Temple.
Temple
o======================================================================o
***NPCs***
Tuls Valen
Lloros Sarano
Ureso Drath
Methal Seran
Folvys Andalor
Danoso Andrano
Sadryn Volos
Skeetul
Boderi Farano
Shashev
Fathusa Girethi
Tuundir
Merthierry Laelippe
Hassour Zainsubani
***QUESTS***
Temple-False Incarnate
***SPELLS***
Rilm's Gift
Holy Word
***NOTABLE LOOT***
***FACTIONS***
Temple-Novice
5) Speak with Tuls Valen for a quest, then speak with Lloros Sarano and
Ureso Drath. Loot, then head downstairs and speak with Methal Seran.
Upstairs, speak with Folvys Andalor (buy his spells) and Danoso
36 Lessons of Vivec, Sermon 8), then pass through Balmora and hop a
Novice. Ask about Maar Gan for another quest, then head out and enter
Go up the stairs and speak with Sadryn Volos, Skeetul, and Boderi
Farano. Head down the stairs by the entrance to speak with Shashev and
Fathusa Girethi. Loot and head down the stairs by the bar. Speak with
Ashlanders and the Nerevarine cult. Ask about his life as a trader and
his son for a journal update. Run the notes back to Caius, take in the
info, sleep for the final disturbing dream, and head to Fort Moonmoth.
Speak with Somutis Vunnis and Crulius Pontanian for some freebies, then
Guild of Fighters
o======================================================================o
***NPCs***
Baradras
Percius Mercius
Ergnir
Tralan
***NOTABLE LOOT***
6) Speak with Baradras, who will give alms, loot this floor, and head
downstairs. Speak with Percius Mercius for alms, and you can also
discuss the orders received from other stewards with him (if they seem
ethically questionable). Loot the area and the adjacent bedroom (noting
the copy of The Third Door), then chat with Ergnir. Loot the smithy and
take the stairs here up to two rooms. Speak with Tralan on the north,
loot the rooms, then leave and head into the Guild of Mages.
Guild of Mages
o======================================================================o
***NPCs***
Orrent Geontene
Heem-La
Erranil
Movis Darys
Tremona Maren
Vala Catraso
Tanar Llervi
Anarenen
Edwinna Elbert
***SPELLS***
Hex
Clumsy Touch
Absorb Agility
Black Hand
Greater Frostball
Greater Shockball
Wild Levitate
Distraction
Enervate
Spite
***NOTABLE LOOT***
Withershins
***QUESTS***
Mages Guild-Magician
7) Speak with Orrent Geontene and buy his spells. In the bedroom on
this floor, loot, speak with Heem-La, buy his spells, then head
downstairs. Loot around the catwalk, speak with Erranil (who will give
alms), then head downstairs another level. Speak with Movis Darys, loot
this room (noting the copy of 2920, Sun's Dawn, v2), then speak with
Tremona Maren and Vala Catraso. Loot this side room, noting the copy of
Withershins, then go to the back and speak with Tanar Llervi. Loot her
room, then go speak with Anarenen. Loot his niche, but do NOT mess with
his locked small chest. Speak with Edwinna Elbert for a quest. She will
give alms, and for her quest I'd go to Balmora and offload, then make a
stop at Dorisa Darvel's for the book. Return to Edwinna, ask about
o======================================================================o
***NPCs***
Tongue-Toad
Allding
Estoril
Dular gro-Buzga
Tee-Lan
Yak gro-Skandar
Dro'Tasarr
Narile Sadoro
Thadar Ertis
Lirielle Stoine
Galtis Guvron
Manis Virmaulese
***SPELLS***
Distracting Touch
Deadly Poison
Viperbolt
***NOTABLE LOOT***
***FACTIONS***
Thieves Guild-Bandit
Fighters Guild-Swordsman
***QUESTS***
Thieves Guild-Withershins
then you should let him leave for Lorbumol's quest. While here, let's
finish exploring. Speak with Allding, Estoril (buy her spells-she also
gives alms), Dular gro-Buzga (who will give alms), Tee-Lan, and Yak
gro-Skandar (who will give alms) on this level. Loot down here (noting
the copy of The Black Arrow, v1), then head upstairs to the bar level.
Here, speak with Dro'Tasarr, Narile Sadoro, Thadar Ertis, and Lirielle
Stoine (who will give alms). Loot and head down under the bar. Loot as
needed, then speak with Galtis Guvron and finally to Aengoth the
Jeweler, who will promote you to Bandit, give a hefty alms donation,
Enter the Mages Guild, fight Manis Virmaulese, get Anarenen's Devil
Tanto, and return it to Aengoth for a new quest. Head to Arobar Manor,
snag the helm (on top of a closet near Miner Arobar), and bring it to
Aengoth. Get another quest, then head back to Arobar Manor and snag
to Aengoth for another quest that sends us to Maar Gan, meaning we're
done for now.
a new quest. Percius Mercius will tell you it's legit, so head to St.
He'll promote you to Swordsman and give you a new quest. Go ask Percius
about it, get a quest from him, then speak with Lirielle Stoine as
well. We've spotted Mallapi before (I told you to ignore it-well, now
Mallapi
o======================================================================o
***NPCs***
Marthe Arthe
Girara Teran
Elumabi Maliiran
Midnabi Sobdishapal
***NOTABLE LOOT***
Feyfolken, v3
Septim Ring
Tailored Trousers
A Dance in Fire, v7
Akatosh's Ring
Left Hand of Zenithar
***FACTIONS***
Imperial Cult-Disciple
Imperial Cult-Oracle
Imperial Cult-Invoker
***QUESTS***
find Ruran Stoine's corpse with some of the missing gold. Return, turn
right, and fight Marthe Arthe. Loot the room, noting the copy of
Feyfolken, v3, return, turn right again, and fight Girara Teran. Loot,
leave, and report back to Lorbumol. That's it for now, so let's head to
Ebonheart.
Report to Iulus Truptor that you doubled the fundraising goal. He'll
give you a copy of The Buying Game and some scrolls. Speak with him
the unique Septim Ring, then once more for a new mission. Upstairs, be
observant and notice that Frik has what you need. Ask him about it to
be directed to Caldera, and head there. Speak with Falanaamo and he'll
donate what you need, with extras, including the unique Tailored
Trousers. Report back to Iulus for a copy of A Dance in Fire, v7. Speak
with him again for a promotion to Oracle, again for the unique
Akatosh's Ring, and once more for another quest. Head to Balmora and
visit the Eight Plates, Lucky Lockup, Council Club, and South Wall
Cornerclub for 4 of the 5 bottles we need. Steal the fifth bottle from
the room to the right of the bar in the Council Club, and report back
to Iulus for the unique Hands of Zenithar. Speak with him again for a
new quest, and make your way to Caldera. Speak to Cunius in the
Governor's Hall, then speak with Olumba gro-Boglar for some leverage.
Go to Odral Helvi's office upstairs and steal the ledger, then confront
Cunius with it for three pieces of ebony. Put the ledger back, go sell
the ebony off, then report back to Iulus. Speak with him for a
promotion to Invoker, then again for another quest. Head to the East
Empire Company Hall and speak with Canctunian. Speak with Shazgob
gra-Luzgan for some info, then head to Vivec and speak with Flacassia
Follow the road back out, ignore the turn to Maar Gan, and take the
first branch that leads toward Gnisis. Follow the signs until you have
a left turn with signs for Ald Velothi, Khuul, and Gnisis, and an
unmarked path to the right. Follow the unmarked path to the Ashimanu
Egg Mine, but don't enter just yet. Proceed east, off road, to the
then turn south until you find the Randas Ancestral Tomb. Head inside.
o======================================================================o
***NPCs***
Lucan Ostorius
Orbul gra-Lumob
Shat gro-Shazog
***QUESTS***
10) Descend the steps, kill critters, and loot. Not much here. Leave,
return to the Ashimanu Egg Mine, and head inside. This place is pretty
barren, so explore as you like and leave. Head a bit east, north in the
valley, and chat with Lucan Ostorius for a quest. Run the weapons to
Yak in Ald'Ruhn, then come back here. The daedric ruin on the right is
rather obvious. Kill the critters outside, speak with Orbul gra-Lumob
Dushariran
o======================================================================o
***NPCs***
Shamob gro-Shatub
Murob gra-Loghash
Pilun Ashapaladdon
Maeonius Yentimilal
Shinammu Radansour
Sason
***NOTABLE LOOT***
***QUESTS***
Miscellaneous-Kidnapped by Cultists
11) Head to the shrine and fight Shamob gro-Shatub and Murob
gra-Loghash, then loot (noting the copies of 2920, Sun's Dawn and
Response to Bero's Speech) and leave. Across from here, to the west,
with no obvious paths, is a cave called Mamaea. Note the location, but
don't enter. Instead, return to the main road and proceed toward
Gnisis. Track the road until you reach an intersection with signs
watch the left of the path for the Salothan Ancestral Tomb. Enter.
following the path and it will eventually loop back to the main road.
Resume heading toward Gnisis, and watch left for another rogue
Shinammu Radansour, loot their camp, and continue. Way north, across a
bridge, to the left of the road, speak with Sason for a quest. Across
o======================================================================o
***NPCs***
Nevusa Veleth
Merta
leave when done. Track the ridge directly to find the shrine of
Maelkashishi, but don't enter yet. You may be attacked by Nevusa Veleth
if you get too close, so go ahead and kill her. Head southwest from
Head to the end and kill the vampire Merta. Chat with the cattle if you
like, loot, leave, and head alllllllll the way back to the road sign
pointing toward Maar Gan. Take that road now, watching the ridge on the
Odibaal
o======================================================================o
***NPCs***
Dandynea Rothalen
Daynasa Tharen
Duldresi Senim
Ulvon Uleni
Rasamsi Esurarnat
Adairan Lalansour
Manat Shimmabadas
Beden Giladren
Assamanu Shashipal
Pilu Shilansour
Nirai Ashishpalirdan
***NOTABLE LOOT***
Surfeit of Thieves
***QUESTS***
13) Fight Daynasa Tharen, proceed a ways and fight Dandynea Rothalen,
and loot. There are three paths at the top of the stairs here.
Duldresi Senim and Ulvon Uleni, then loot (noting the copy of Surfeit
of Thieves). Leave and continue north toward Maar Gan. On the right,
you'll spot an empty plain called Bal Isra. It'll be important later,
but just blow past it for now. On the left, you'll spot an Ashlander
Speak with Rasamsi Esurarnat and Adairan Lalansour outside, then enter
the yurt. Speak with Manat Shimmabadas and Beden Giladren. Speak with
Manat again, and respond with "Who?" when he insists Beden is a famous
noble. Say "He is not famous." for a quest, then speak with Beden
again. Finally, speak with Manat again and pay the 5 gold. That's all
we can do, so loot and leave. Continue north, but watch for a path
their camp and proceed east; the path will curve up and around, over a
bridge, and terminate at the Ghostfence. Levitate over the fence and
Bthanchend
o======================================================================o
***NPCs***
Fonus Rathryon
***QUESTS***
14) Explore this fairly small ruin, turning right at the first
intersection for a storeroom and then down the hall. Take the left door
first, then go straight. From here it's a straight shot to the end, so
kill and loot as you go, then leave. From here, levitate back over the
Ghostfence and return all the way to the main road toward Maar Gan.
Proceed north until you meet Fonus Rathryon. Agree to escort him to
Koal Cave, then turn around and head all the way back to the Ald'Ruhn
road. Follow the signs most of the way to Gnisis, but watch your world
map. When you're due east of the Koal Cave, you should be at a signpost
with a path to the west. Take this path, and follow the fenceposts down
to the water. Enter the Koal Cave with Fonus to complete the quest,
then schlep alllllllll the way back to where you found him. Proceed,
and you should see Maar Gan, but skirt it for now and head north, then
o======================================================================o
***NPCs***
Zanat Assarnuridan
Dakin Kuntarnammu
15) Loot this little tomb, killing critters as you go-it's very
Maar Gan. Before entering the village, follow the path along the
outside of the south wall to another rogue Ashlander camp. Fight Zanat
Assarnuridan and Dakin Kuntarnammu, loot their little camp, and head
| |
| |
o======================================================================o
1) Maar Gan
3) Yesamsi
4) Falasmaryon
5) Sha-Adnius
6) Derelict Shipwreck
7) Ashir-Dan
8) Ibar-Dad
10) Abinabi
Maar Gan
o======================================================================o
***NPCs***
Daras Aryon
Assi Serimilk
Kind Erushara
Shilipuran Zama-Rasour
Mabrelle Geles
Ulisamsi Saddarnuran
Assirari Zama-Rasour
Yeherradad
Alds Baro
Saryn Sarothril
Arvso Tharen
Nuleno Tedas
Sedris Omalen
Bugdurash gra-Gashel
Manse Andus
Aerin
Uram gro-Glorzuf
Miles Gloriosus
Tralas Rendas
Breyns Othravel
Sinia
Garry
Salen Ravel
Anhaedra
Tashpi Ashibael
***NOTABLE LOOT***
Withershins
Falasmaryon Propylon Index
Soul Drinker
***SPELLS***
Rally Beast
***FACTIONS***
Thieves Guild-Captain
Temple-Initiate
Thieves Guild-Ringleader
Mages Guild-Warlock
***QUESTS***
1) Speak with Daras Aryon at the strider platform, then enter the
village proper. Outside, find and speak with Assi Serimilk, Kind
Hut. Speak with Yeherradad, then loot Shilipuran Zama-Rasour's Hut and
Kind Erushara's Hut. Loot Guard Towers 1 through 3, then head back out
Enter the Smith, loot (noting the copy of 36 Lessons of Vivec, Sermon
29) and speak with Alds Baro. Head across the way to speak with Saryn
Sarothril and loot his shop, then head downstairs. Speak with Arvso
Tharen, loot, then go through the door on the left. Speak with Nuleno
Tedas, loot, then go through the last door. Speak with Sedris Omalen,
admire her disposition to 90+, buy her spells, loot her room, and
Upstairs, speak with Bugdurash gra-Gashel and Manse Andus. Loot here
and under the bar, then go to the basement. Speak with Aerin (the
master trainer in Light Armor) and Uram gro-Glorzuf, then loot the two
rooms. Speak with Miles Gloriosus, and make sure to steal his copy of
Loot this room, making sure to grab the Falasmaryon Propylon Index for
Folms Mirel, then speak with Tralas Rendas (accepting the blessings)
and Breyns Othravel. Ignore the Dremora for now and head southeast.
Speak with Sinia on the left, loot, turn around, speak with Garry,
loot, then go back up to the shrine and through the opposite door. Loot
the room, speak with Salen Ravel, then head upstairs. Examine the rock
for a clue, then speak with Anhaedra, the Dremora. Taunt him until he
attacks you, kill him, then examine the rock again. Finally, let's go
see Tashpi Ashibael. Loot her hut and agree to let her leave town.
Ask about advancement for a promotion to Captain, then your duties will
actually be the scrap metal quest. I'd just run back to Bthanchend and
grab four pieces, then come back and hand them in. Ask for another job
to get sent to Llethri Manor. Head there, to the Guard Quarters, nick
the four Darts of Judgment, and return to Aengoth to complete his quest
line. Go see Tuls Valen at the Temple next to turn in the Maar Gan
trigger a level up, rest for some health, then take a guild guide to
Caldera. Note that we can now get free blessings at both Temple and
the next one, and head to Balmora. Tell Ranis Tashpi is dead to
complete the quest, and ask about duties for a new quest. Head to the
Trebonius, then ask him about Tiram Gadar and credentials. Before
Go to the Hlaalu Compound, then the Elven Nations Cornerclub, and ask
Sovali Uvayn about Nads and then about Arvama Rathri. Speak with Arvama
about Nads, then speak with Gadela Andus about Nads after getting her
St. Delyn Canal South-Two, take the key off Nads' body, and return to
and turn in Tiram Gadar to Ranis Athrys. You will receive the unique
then go see Ajira (yes, Ajira) for a new quest. Go to Ald'Ruhn now and
chat with Percius, then take the information back to Gentleman Jim.
He'll give us a new job. That's it for now, so make your way back to
Leave town, head back to the main road, and follow it north. Pay
attention to the ridge on your left. When you spot the Hairat-Vassamsi
o======================================================================o
***NPCs***
Salmus Kaushmamanu
Mamaea Ularshanentus
Shanit Ashar-Don
2) Not much here, but you can cure the kwama queen for nothing but
pride if you like (use Rilm's Gift). Explore, leave, and continue
north. Keep watching left to spot another rogue Ashlander camp in a
Yesamsi
o======================================================================o
***NPCs***
Dralisi Ienith
Iirenoore
Nirait Shin-Ilu
Kanat Assalatamis
3) Move forward, killing critters, and fight Dralisi Ienith. Loot this
room, then proceed to the end to fight Iirenoore. Loot this room and
leave. Head back to the south, watching for a path to the left. Take it
when you get there and proceed to the next canyon-this is the Foyada
Shin-Ilu and Kanat Assalatamis, loot their camp, and proceed, turning
east when you can. Follow this path as it curves north to the Dunmer
stronghold of Falasmaryon.
Falasmaryon
o======================================================================o
***NPCs***
Missun Akin
Dagoth Ganel
Dagoth Tanis
Dagoth Mulyn
***NOTABLE LOOT***
Smuggler's Island
4) First, enter Missun Akin's Hut. Speak with him-he's the Master
Trainer in Marksman. Loot his hut, noting the copy of The Marksmanship
Lesson, then enter the Propylon Chamber. It's empty, so look around and
head to the Lower Level. Proceed down the hall, killing Sixth House
monsters. The first side room contains Irer Nervion's corpse and the
quest item Nervion Ancestor Ring (a quest we'll never get, as it's
House Redoran). Continue down the hall, fighting Dagoth Ganel. Skip the
sewers for now, and continue down the hall instead. The next side room
holds a bunch of treasure and Dagoth Tanis. Loot, noting the copies of
Smuggler's Island and The Wolf Queen, v2, then proceed into the Upper
the second has just one chest, the third (past the stairs) is empty,
the fourth is empty, the fifth has a chest. Complete the loop, then
head upstairs and outside. Just dive back down and go through the Lower
Level to enter the Sewers. They're big, but pretty simple, so just
thoroughly explore them, killing Dagoth Mulyn as you do. When you're
done poking around, leave and head back to the last Ashlander camp we
Velothi tower called Shishi on your left. Skip it for now and continue
northwest. Soon, you'll pass a Dwemer ruin on the right (no entrance
here though) and spot the cave of Sha-Adnius on your left. Head inside.
Sha-Adnius
o======================================================================o
***NPCs***
Bormir
Naris Selaren
Han-Tulm
Jeer-Maht
Tsani
Gih-Ja
Sholani
Ri'Vassa
Giningil
5) Fight Bormir through the first door and go left. Fight Naris Selaren
through the next door, loot (get the slave key from the bench), and
proceed. Through the next door, free the slaves Han-Tulm, Jeer-Maht,
northwest. Pass another entranceless Dwemer ruin on the right, and head
all the way to the water. Enter the Derelict Shipwreck on the left.
Derelict Shipwreck
o======================================================================o
***NPCs***
Malay Ranarbatus
Ainab Yassabisun
Ainat Maissabibi
6) You should know the layout by now, so explore at will-not much here.
When done, swim WEST (away from Urshilaku Camp for the moment) into the
West Gash. Hug the ridge, keeping it on your left, to find another
Ainat Maissabibi. Loot their camp, then venture southwest to find the
Panud Egg Mine. Head inside, quickly explore (there's nothing of note),
and leave. Head north from here to find the cave of Ashir-Dan. Head
inside.
Ashir-Dan
o======================================================================o
***NPCs***
Brelayne Verano
Balsa Girith
Daracy
Varenu Indaram
Varis Ginith
Ariulcabor Leontiulonus
Benar Neleth
Cinda
7) Fight Brelayne Verano, loot the room, fight Balsa Girith atop the
and take the west tunnel. Fight Varenu Indaram, loot, head back
loot, and take the final eastern tunnel. Fight Benar Neleth and Cinda,
loot the room, and leave. Return to the Derelict Shipwreck, go a bit
southeast, watch for a path through the ridge on the left, and take it.
Straight ahead, just before the daedric ruin, you should spot a cave
Ibar-Dad
o======================================================================o
***NPCs***
Badama Andarys
Elante
***NOTABLE LOOT***
Mystery of Talara, v3
8) Head in, fight Badama Andarys, and loot. Take the west door, fight
Elante, loot, then return to the previous room and head south into the
Daedric architecture. Swim southeast first, kill the Daedra, check the
Ancient Chest, return, and swim northwest. Kill the Daedra, open the
door, and loot, getting the helmet upgrade Daedric Face of Inspiration
and the artifact Eleidon's Ward. Note also the copies of Mystery of
Instead, proceed to the Drath Ancestral Tomb on your left. Head inside.
o======================================================================o
***NOTABLE LOOT***
9) The layout of this tomb is simple, and the only notable loot is a
southeast on the path. The next Dwemer ruin, Bthungthumz, should also
be skipped for now, and the path will continue to a cave called
o======================================================================o
loot, so clear it out, leave, and return to Ibar-Dad. Now, zip through
later. Past the ruin, you will arrive at the Urshilaku Camp.
o======================================================================o
| |
| |
o======================================================================o
1) Urshilaku Camp
3) Madas Grotto
4) Valenvaryon
6) Ald Redaynia
7) Onnissiralis
8) Obscure Shipwreck
Urshilaku Camp
o======================================================================o
***NPCs***
Hainab
Shabinbael
Shallath-Piremus
Tussurradad
Sakiran
Yen
Ninirrasour
Shara
Ahasour
Senipu
Shimsun
Maeli
Kurapli
Zanummu
Zabamund
Sul-Matuul
1) While outside, speak with Hainab (who will request a gift of trama
Gather two trama roots for Hainab, give them to her, and she'll direct
you to Zabamund's yurt. Before doing that, enter Sakiran's Yurt. Speak
with Sakiran (who will request gold) and Yen (who wants gold), loot the
yurt, then enter Shara's Yurt. Speak with Ninirrasour (who wants gold)
and Shara (who wants gold), loot the yurt, then enter Ahasour's Yurt.
Speak with Ahasour (who wants gold) and Senipu (who wants gold), loot
the yurt, and enter Shimsun's Yurt. Speak with Shimsun (who wants
gold), loot the yurt, and head to the big tent with five yurts
clustered beneath it. Enter Maeli's Yurt, speak with Maeli (who wants
gold), loot the yurt, and enter Kurapli's Yurt. Speak with Kurapli (who
wants gold), loot the yurt, then enter Zanummu's Yurt. Speak with
Zanummu (who wants gold), loot the yurt, then enter Zabamund's Yurt as
directed. Loot his yurt and speak with him (he wants gold). I choose to
will send you to Sul-Matuul. Leave, enter the Ashkhan's Yurt, loot, and
speak with Sul-Matuul. He'll send you to the Urshilaku Burial Caverns.
Let's go. Head back to Abinabi and continue east along the path to find
the caverns. If you reach Falasmaryon, backtrack to the last cairn you
saw and head north, off the path, to find the cave. Head inside.
o======================================================================o
***NPCs***
Nibani Maesa
***NOTABLE LOOT***
Silence
Magebane
Feyfolken I
Mystery of Talara, v4
***FACTIONS***
Ashlanders-Clanfriend
***QUESTS***
2) Proceed down the hall in Astral Burial, noting the passage you can
levitate to about halfway through. Loot each end, then go back to the
lower level and proceed to Karma Burial. Proceed to a watery room with
several stepping stones. Loot, head north, loot, head south, and enter
Laterus Burial. You'll just have to levitate to loot the mummies on the
of The Four Suitors of Benitah and Silence, and the unique claymore
Magebane. Back at the bottom, work your way up the stairs. Take the
first exit into Fragile Burial. In the above-water areas, note the copy
of Feyfolken I. Head through the underwater door after exploring the
tunnels, fight the unique Worm Lord, loot this room, noting the copy of
Mystery of Talara, v4, then head back to Laterus Burial. Heading up,
enter the next zone, Kefka Burial. This one's pretty straightforward,
Laterus Burial. Proceed up to the next one, Kakuna Burial. Not much of
Explore and loot, then return to Laterus Burial. Up at the top, enter
the back, kill the Wraith of Sul-Senipul, and take the Bonebiter Bow.
Loot the yurt first, making sure to get the Valenvaryon Propylon Index,
then chat with Nibani for loads of info. When done, I suggest recalling
to Balmora. Take the index to Folms for 500 gold and a new target, then
report back to Caius. He'll give you a new quest. Go to Ald'Ruhn, then
Fort Buckmoth, and speak with Raesa Pullia. We are now abandoning the
Main Quest for quite some time. Make your way back to the Urshilaku
Camp. Speak with Kurapli for a quest, and then we'll get back to
exploring. Head northeast to the coast, and look for the Madas Grotto
Madas Grotto
o======================================================================o
3) Nothing in here but critters and kollops. Use the local map to
explore as you like, then leave. Head east, loop north around the
ridge, then hug it back south to find the Llando Ancestral Tomb. Enter.
inside, so explore, loot, and leave. Loop around a hill to the south,
This is another useless place, so just use the local map to explore and
leave when done. From the end of the canyon, head north and a bit east,
stronghold of Valenvaryon.
Valenvaryon
o======================================================================o
***NPCs***
Kharzug gra-Gat
Bumbub gro-Murgol
Yam gro-Muzgur
Urzul gra-Agum
Yadba gro-Khash
Abelle Chriditte
Grat gra-Sharolg
Lurog gro-Khagdum
Lambug gra-Lurn
Gashna gro-Mogduk
Umug gro-Mashnar
Snaglak gro-Yak
Durz gro-Olor
Ogrumbu gro-Bugarn
***NOTABLE LOOT***
Grandmaster's Alembic
Grandmaster's Calcinator
Grandmaster's Retort
and Urzul gra-Agum. Speak with Yadba gro-Khash, then enter the Propylon
Chamber. Loot and speak with Abelle Chriditte, the master trainer in
Retort (you should already have a Mortar & Pestle). Leave and enter
Lurog's Hut. Fight Grat gra-Sharolg and Lurog gro-Khagdum, loot, and
enter Lambug's Hut. Fight Lambug gra-Lurn, loot, and enter Gashna's
Hut. Fight Gashna gro-Mogduk, loot, and enter Umug's Hut. Fight Umug
gro-Mashnar and Snaglak gro-Yak, loot, and enter Durz's Hut. Fight Durz
gro-Olor and Ogrumbu gro-Bugarn, loot, and exit. We're done here, so
leave and swim north to the next island. When you hit a footpath,
follow it west. Leave the cave of Sargon alone for now, and when the
path splits, go south first to discover the cave of Assumanu. Leave it
for now, go back to the split, and follow the north fork. When you find
o======================================================================o
south first, then east. Not much here, so leave when done. Follow the
path west to the tip of the island to find Ald Redaynia. Head inside.
Ald Redaynia
o======================================================================o
***NOTABLE LOOT***
Vampiric Ring
Bittercup
6) In the tower, take the right door to fight several undead, including
the Skeleton War-Wizard. Loot the room, noting the artifact Vampiric
Downstairs, check the dead body behind the other door, then go further
Chapter 4. Loot the rest of this level and leave. Head back east along
the island until, watching the world map, you are just south of another,
smaller island (not Vas, but one island west). Swim north to that
island.
Onnissiralis
o======================================================================o
***NPCs***
Tasellis Burtilius
Thunmund
Jathlanie
Ernard Genis
Hyring
Hlar
Torline
Rithrannir
***QUESTS***
Helm of Tohan
***NOTABLE LOOT***
***NOTE***
quest. You'll find two new NPCs outside. Speak with them, enter the
shrine with them, and THEN get the Helm to do the quest properly.
Ernard Genis (who carries a copy of 2920, Rain's Hand, v4). Back at the
and Rithrannir. Make sure to grab the Adamantium Helm of Tohan from the
chest behind the statue, and leave. Swim northwest from here, toward
the island you can see on the world map, but stop at the Obscure
Obscure Shipwreck
o======================================================================o
8) Check the cabin first, then the cargo hold levels. Nothing too
noteworthy, so head back northwest when done. When you spot Big Head's
Shack, give it a pass for now and recall to Balmora instead. Do not
Ald'Ruhn and start on the road toward Gnisis. We've explored a lot of
this already, but return to where we left the main road to go to Koal
Cave. Backtrack south by one trail, then go west to find the Veloth
o======================================================================o
***NPCs***
Dagoth Draven
Elitlaya Assonirishpal
Hinummu Siddurnanit
Hansi Saharnatturapli
loot, and leave. Follow the path west, but when it turns north, leave
it and continue west to the tip of this peninsula. Swim due west to an
alcove for some loot, then return to thr intersection and go south.
alcove, then go south in the water room for some rats and a bit of
Sleepers. Loot, noting the copy of 2920, Last Seed, and recall to
Balmora. Grab your Dreugh Wax and Potion of Cure Common Disease, then
make your way to Maar Gan to visit Assi Serimilk, one of the Sleepers
we just freed. After talking to her, get back to Ald'Ruhn and the road
to Gnisis. Go to where we left the main road last time, go north one
branch, and follow the unmarked path west. Ignore Berandas, the
stronghold, but do look at the northeast corner of it for a rogue
Hansi Saharnatturapli. Loot their camp, make your way back to Koal
Koal Cave
o======================================================================o
***NPCs***
Hentus Yansurnummu
***QUESTS***
10) Donate the Dreugh Wax at the shrine at the entrance. 5 down, 2 to
go. Enter the cave. At the first intersection, explore each tunnel in
Dead Adventurer. Through the next tunnel, fight the unique Dreugh
Warlord. Another Dead Body lies at the bottom of the cave. With all
that done, go ahead and leave. Head north and look right in the river
to spot Hentus Yansurnummu. Speak with him for a quest. Stay in the
water and follow it east to find the Falas Ancestral Tomb. Head inside.
o======================================================================o
***NOTABLE LOOT***
36 Lessons of Vivec, Sermon 1
Ashes of D. Bryant
Denstagmer's Ring
11) This tomb is not complicated, but does have neat loot, notably a
Bryant and the artifact Denstagmer's Ring. Leave when done. Follow the
main road north, following the signs toward Gnisis. You'll eventually
see a stone arch over the water to your left. Past that, leave the road
to the west, and look for the Rethandus Ancestral Tomb. Head inside.
o======================================================================o
***NOTABLE LOOT***
Vivec, Sermon 11. Leave when finished, get back to the road, and
proceed toward Gnisis. However, the road twists and turns in such a way
that the first town we'll arrive at is actually Khuul. This is not a
problem.
o======================================================================o
| |
o======================================================================o
1) Khuul
Khuul
o======================================================================o
***NPCs***
Seldus Nerendus
Rivame Samandas
Svadstar
Talmeni Drethan
S'virr
Shotherra
Ondi
Thongar
Miron Garer
Helga
Endris Dilmyn
Aldi
Nelmyne Andules
Brurid
***NOTABLE LOOT***
2920, Evening Star
needed, as we can now fast travel back here. Speak with Rivame
Tradehouse. Speak with Shotherra, Ondi, and Thongar, then loot and
leave. Let's just go clockwise from here. Loot Miron Garer's Shack and
speak with him; loot Helga's Shack and speak with her (she has a copy
Dilmyn's Shack and speak with him, a liberated Sleeper; loot Aldi's
Shack and speak with her; loot Nelmyne Andules' Shack and speak with
her; loot Brurid's Shack and speak with him; then loot Svadstar's
Shack. Before leaving Khuul, swim around from the docks to the west.
There's a chest here, and the next island to the west has an abandoned
camp to loot. Return to Khuul and head out on the road toward Ald
Velothi and Gnisis. Take the unmarked path west, south of Khuul's
o======================================================================o
***NPCs***
Haakon
Gulena Girith
Thelsa Dral
Zalabelk Saladnius
Minisun Ulirbabi
Anit Eramarellaku
***QUESTS***
2) This tiny tomb has nothing of note, so loot and leave. Follow the
road toward Ald Velothi and Gnisis, and you'll shortly reach the
Proceed down the tunnel, and you'll soon fight Haakon, Gulena Girith,
and Thelsa Dral. Loot when they're dead (not much here), then run back
this quest, then accept another. Head back to Khuul and continue south
o======================================================================o
| |
| |
o======================================================================o
1) Ald Velothi
2) Ashalmawia
5) Ashinabi
7) Mat
Ald Velothi
o======================================================================o
***NPCs***
Orero Omothan
Sadal Doren
Lledsea Relas
Ganus Lloryn
Sathus Rivul
Vireveri Darethran
Galyn Arvel
Llerar Vinden
Serila Arval
Fevila Bethrano
Garyn Girith
Anes Hlaren
Theldyn Virith
Trivura Arenim
Lauravenya
Sedam Omalen
***NOTABLE LOOT***
1) Outside, speak with Orero Omothan, Sadal Doren (lie about J'Saddha),
rescued Sleeper), and Galyn Arvel (who will actually progress our Twin
Vireveri Darethran's Shack, Sathas Rivul's Shack, and the Upper Level
and Cabin of the Fair Helas. Loot the Cabin first, then the cargo
holds, then Vireveri Darethran's Shack, then Ganus Lloryn's Shack, then
Llerar Vinden's Shack (speak with him), Lledsea Relas' Shack (with a
Arvel's Shack (speak with Serila Arval), and Fevila Bethrano's Shack
(speak with her). Speak with Garyn Girith outside, lie about J'Saddha,
and find Anes Hlaren and do the same. Now head to the Outpost.
speak with Trivura Arenim, Lauravenya, and Sedam Omalen. When done
o======================================================================o
***NPCs***
J'Saddha
Bodean
Trelam Falvani
Felisi Serano
Erns Maren
Malexa
Gordol
Synette Jeline
Tavynu Tedran
***NOTABLE LOOT***
Amulet of Shadows
***QUESTS***
2) Speak with J'Saddha, just outside, when you arrive. Take him to the
ship in Ald Velothi. Back at the ruin, outside, fight Bodean, then
enter the shrine. Fight Trelam Falvani and Felisi Serano in the main
shrine room, loot, and take the side door down a tunnel to find and
rescue Malexa. Once she's out, run her east back to Sason, then return
to the shrine. Head downstairs to fight Erns Maren and enter the Sunken
Vaults. At the bottom, kill Gordol. Loot and leave, noting the copy of
Velothi, then follow the road toward Gnisis. Skip the Ashlander camp
just to the south for now, and continue on the road. Soon, you'll see
quest. Accordingly, skip it for now. Head back to the main road, and
and the near-invisible Tavynu Tedran. Kill them both and nick the
unique Amulet of Shadows from Tavynu's corpse. Back on the road, ignore
the south turn and take the unmarked path west. Continue west at the
next intersection, then cross the water and head south to find the
o======================================================================o
***NPCs***
Mubdan Assantinalit
Massour Asserrumusa
3) Kill the blighted kwama in this small mine and leave. Head north now
Aserrumusa, loot their camp, and swim northeast. You're looking for the
Forgotten Shipwreck, a difficult-to-spot half-buried wreck due north of
the bridge to Arkngthunch-Sturdumz. Loot the cabin, all you can access,
and swim back to the camp. Ignore the big daedric ruin of Yasammidan
for now, but swim out north of it to find the Unmarked Shipwreck. Loot
the cargo hold and return to shore. Head back toward the main road, but
before getting back to the signs, take the south path we ignored
previously, where you can see the Ginith Ancestral Tomb. Enter.
o======================================================================o
***NPCs***
Sarvil Sadus
Anden Thilarvel
Ervis Ules
Tredere Llaren
Vulyne Rothari
Irarak
Shargon Odin-Ahhe
Assamanut Sonnerralit
4) Loot around, and speak with Sarvil Sadus, Anden Thilarvel, Ervis
Irarak. Leave and continue south, linking back with the main road.
Ashinabi.
Ashinabi
o======================================================================o
***NPCs***
Thaden Ralas
Hussonia
Esdrufus Harsinia
Thraccenia Urgusiso
Davur Githendas
Teryne Hlaalu
Torosi Othreloth
Gadasu Serothan
Jine
Din
***NOTABLE LOOT***
Smuggler's Island
***QUESTS***
5) Loot the nook above you, behind you, to the left, then head down the
Thaden. Proceed west and go through the tunnel, fighting Hussonia. When
you have a choice, take the door (not the tunnel), fight Esdrufus
Harsinia and Thraccenia Urgusiso, loot, and take the door. Fight Davur
Githendas, loot, and return to the last intersection. Take the tunnel
down to the Smuggler Den. Fight Teryne Hlaalu and proceed, fighting
Torosi Othreloth. Drop down to the next tunnel to fight Gadasu Serothan
and speak with Jine. Loot the area, noting the copy of Smuggler's
Island, and leave. Head back to where we left the main road, and
continue toward Gnisis, following the signs. When you see a sign
denoting the Guar Trail, take it and follow it until you meet a fellow
named Din. Speak with him, say you'll cure him with a spell, and use
Cure Common Disease on Other to finish his little quest. Backtrack one
bridge (the Guar Trail dead-ends soon), and drop down into the canyon.
into the canyon and go north, turning east the first opportunity. Watch
north for a little boat with a "Viciously clawed dead smuggler" in it.
the hill as soon as you're able. Look to the east for the Llervu
o======================================================================o
***NPCs***
Inwold
***NOTABLE LOOT***
***QUESTS***
6) Loot this tiny tomb and leave. Head back to the dead smuggler,
the first room, kill scamps and loot. Take the northwest passage first
and loot, making sure to grab one of the rising force potions on the
table. Take the south passage next and loot, noting the copy of 36
Lessons of Vivec, Sermon 19. Take the west passage from the pit now.
Loot the docks, return to the pit, and levitate up to find Inwold
behind a locked gate. Speak to him for a quest, and give him the rising
force potion to complete it. Refuse any reward to get reputation (more
valuable) instead, then leave the cave. Head south along the river,
then curve around northwest after passing under a large stone arch. Go
through this canyon to an alit den, clear it, then ascend the hills to
get back on the main road at a cave called Mat. Head inside.
Mat
o======================================================================o
***NPCs***
Boler Bandas
Novrynea Falen
Ruvene Ulven
Bilen Velothril
Bazgulub gro-Ulfish
Bun-Teemeeta
Ra'Karim
Ra'Mhirr
Akish
Ri'Darsha
Huzei
Idronea Sadri
Sarvur Sadri
Filbeneth
***QUESTS***
7) Fight Boler Bandas, loot a room, fight Novrynea Falen, turn left at
and go straight, ascend the stairs, fight Bilen Velothril, loot, and
Immediately fight Bazgulub gro-Ulfish and get the slave key off his
Sarvur Sadri, and enter the water. There's some good loot in one corner
dead-end. Turn around and proceed through the gate when you've explored
the water to your satisfaction, and fight Filbeneth. Leave the cave and
proceed to Gnisis.
the four Restore Health potions you should have stashed for Chaplain
Ogrul, then to Vivec to report to Ilmeni Dren regarding the Twin Lamps.
Accept a new quest (which we won't do for a long time) and make your
o======================================================================o
| |
| |
o======================================================================o
1) Gnisis
2) Madach Tradehouse
3) Aidanat Camp
4) Barracks
5) gro-Bagrat Plantation
8) Alof's Farmhouse
9) Mannammu
12) Ashurnibibi
13) Assumanu
Gnisis
o======================================================================o
***NPCs***
Punibi Yahaz
Hainab Lasamsi
Abishpulu Shand
Ughash gro-Batul
Maeonius Man-Ilu
Molvirian Palenix
Zebba Benamamat
Shulki Ashunbabi
Hannabi Zabynatus
Largakh gro-Bulfim
Yashnarz gro-Ufthamph
Ashuma-Nud Matluberib
Dul gro-Dush
Vatollia Apo
Assumanu Mantiti
Asharapli Almu
Ilasour Tansumiran
Vabbar Dinadad
Musa Yahaz
Hinammu Shishara
Nammu Man-Ilu
Uloth gra-Ushar
Sharkub gro-Khashnar
Mug gro-Dulob
Yambul gro-Bogrol
Bagamul gro-Dumul
Bogdub gra-Gurakh
Ulumpha gra-Sharob
Chaplain Ogrul
Zanmulk Sammalamus
Esib-Nummu Assunudadnud
Mehra Drora
***NOTABLE LOOT***
Ogrul's Strong-Again
Sanctuary
Holy Touch
Vivec's Touch
outside, looting containers and speaking with Hainab Lasamsi (who will
return Hentus' pants to you if you admire his disposition to 80+). Run
speaking with Abishpulu Shand, who will direct you to harvest muck
outside his house. Gather five muck outside the Yahaz Hut, then
Matluberib, Dul gro-Dush, and Vatollia Apo. Now, move around and unlock
the Gnisis Eggmine, the Shand Hut, and the Lasamsi Cave Dwelling. Now,
enter the Mantiti Cave Dwelling, speak with Assumanu Mantiti, loot, and
leave. Enter the Almu Cave Dwelling, speak with Asharapli Almu, loot,
and leave. Enter the Lasamsi Cave Dwelling, loot, and leave. Enter the
leave. Enter the Dinadad Hut, speak with Vabbar Dinadad, loot, and
leave. Enter the Yahaz Hut, speak with Musa Yahaz, loot, and leave.
Enter the Shishara Hut, speak with Hinammu Shishara, loot, and leave.
Enter the Man-Ilu Hut, speak with Nammu Man-Ilu, loot, and leave. Enter
the Shand Hut, loot (noting the copy of The Black Arrow, v2), and
Speak with Uloth gra-Ushar, loot, head upstairs, speak with Sharkub
gro-Khashnar and Mug gro-Dulob. Loot, check out the top of the wall,
then reenter and go downstairs instead. Through the first door, speak
with Yambul gro-Bogrol and Bagamul gro-Dumul, loot, and continue down.
the shrine. Note the copy of 2920, First Seed, and speak with Chaplain
Ogrul to hand over the potions in exchange for a spell-I'd take Restore
Loot around, speak with Zanmulk Sammalamus, buy his spell, speak with
Vivec, Sermon 23), then donate the Potion of Cure Disease you should
Open a secret panel in the shrine to find the real Vivec Ashmask (the
one on the altar is a replica) and touch it for a new spell, Vivec's
Touch, by far the best disease-cure on other in the game. Leave now and
Madach Tradehouse
o======================================================================o
***NPCs***
Fenas Madach
Talms Dralor
Clilias Pullia
Utadeek
Ertius Fulbenus
Asha-Ammu Kutebani
Athal Nerano
Snakha gro-Marob
Nash gro-Khazor
Darius
Shullay Vabdas
Widow Vabdas
Hetman Abelmawia
Mausur Ababael
Shanud Ududnabia
Zebdusipal Mantiti
Kummi-Namus Almu
Lugrub gro-Ogdum
***NOTABLE LOOT***
Imperial Legion-Recruit
Imperial Legion-Spearman
Imperial Legion-Trooper
***QUESTS***
2) Upstairs first. Speak with Fenas Madach, Talms Dralor, and Clilias
Pullia. Beneath the bar, speak with Utadeek, then return to the
Kutebani. Through the northeast door, speak with Athal Nerano. Through
the southwest door, speak with Snakha gro-Marob. Finally, through the
southeast door, speak with Nash gro-Khazor, loot (noting the copies of
speak with Darius to join the Imperial Legion. You are immediately
eligible for promotion to Spearman, and ask about orders for a quest.
Keep toting the chain cuirass wherever you go, as you'll need to wear
Loot the hut (do NOT steal the deed) and speak with Shullay Vabdas and
Widow Vabdas. Hear her allegations, then go enter the Abelmawia Hut.
Loot and speak with Hetman Abelmawia. Buy the Gnisis Eggmine Pass off
of him, then head up to the eggmine and go inside. You can also speak
Head up the ramp and speak with Mausur Ababael. Skip the water for now
Almu. Enter the Lower Eggmine. Lugrub gro-Ogdum will, in fact, attack
you after ten seconds, so kill him. Kill kwama, but don't cure the
queen yet. Ignore Bethamez (we'll be sent there on a Mages Guild quest)
should spot the mine's secret entrance as you explore, but more
ledge. Levitate into the tunnel and head west. In the water, you can
find Mansilamat Vabdas' corpse, and you should pick up Lugrub's Axe
next to it. Just past that, Vabdas' ghost will speak to you. Take the
axe to Darius now, exit dialogue and speak with him again to complete
more orders. Pop back into the mine and cure the queen with Vivec's
Touch, then report back to Darius. Get new orders, then run back to
Ald Velothi and head to the rogue Ashlander camp, Aidanat Camp, just
south of town.
Aidanat Camp
o======================================================================o
***NPCs***
Kund Assarnibani
Rawia Ashirbibi
Abassel Asserbassalit
Madura Seran
Baladas Demnevanni
Ragash gra-Shuzgub
***FACTIONS***
Imperial Legion-Agent
***QUESTS***
***NOTABLE LOOT***
Sithis
3) Speak with Kund Assarnibani and Rawia Ashirbibi, then enter the
yurt. Speak with Abassel Asserbassalit, refuse to pay, and kill the
three of them. Loot the camp, then speak with Madura Seran. Escort her
to the Ald Velothi outpost, then report back to Darius. He'll promote
you to Agent and send you to Arvs-Drelen. Head on over.
Turn right at the first intersection, then take the door at the bottom
of the ramp. You'll find Ragash in here, but leave her for now and loot
the bedroom at the top of the ramp, noting the copy of The Wolf Queen,
v5. Go to the tower and loot the lower-level storage rooms, then
proceed to the top. Loot the room (making sure to get the Berandas
Propylon Index and noting the copies of 2920, Rain's Hand and Sithis),
and speak with Baladas Demnevanni. Get his disposition above 60 and
he'll agree to free Ragash. Go escort her out of Arvs-Drelen and report
back to Darius for another quest. You can speak with Nash gro-Khazor in
over there.
Barracks
o======================================================================o
***NPCs***
Oritius Maro
Allian Carbo
Dumbuk gro-Bolak
Vantustius Pundus
Vertilvius Cines
Varian Angius
Strillian Macro
Optio Bologra
Arius Rulician
***NOTABLE LOOT***
***FACTION***
Imperial Legion-Champion
***QUESTS***
Imperial Legion-Courtesy
***SPELLS***
4) You'll find Oritius in the first room, so speak with him and
shrine downstairs. Speak with Allian Carbo in this room, then enter the
door behind him. Loot, then head across to the other door. Speak with
Dumbuk gro-Bolak, loot (noting the copy of The Locked Room), and head
downstairs. Speak with Vantustius Pundus behind the stairs, loot, and
room to speak with Optio Bologra. Finally, head east, loot the
storeroom, and enter the trap door. Speak with Arius Rulician, loot the
shrine, read the Note from Oritius Maro, kill Arius, exit, kill
Oritius, and report back to Darius to finish his quest chain. Ask about
Balmora.
Offload, keeping your five muck, and head to Ebonheart to turn in the
lay healer mission at the Imperial Chapels. Speak with Synnolian again
the way there, drop by the Hawkmoth Legion Garrison. Speak with Frald
the White for a Legion quest, and buy three spells off of Ervona Barys.
gro-Bagrat Plantation
o======================================================================o
***NPCs***
Favasa Saryon
Irvama Othrelas
Gakkenfeld
Dreggs
Llaynasa Othran
Gurak gro-Bagrat
Velsa Salaron
***NOTABLE LOOT***
***QUESTS***
5) Outside, get the five willow anther and speak with Favasa Saryon and
with Gakkenfeld and Dreggs in the entrance room, head upstairs and
speak with Llaynasa Othran, then open the door behind Dreggs to find a
basement skooma lab. Kill Gurak gro-Bagrat and Velsa Salaron, loot, and
Shulk Egg Mine. Eydis Fire-Eye sent us there ages ago, and we're
finally ready to head there. Recall to Balmora and offload, but before
Fort (in uniform) for a Legion quest. Run to Arkngthand and kill a
centurion in the lower levels for the scrap, and return it to Radd.
His next quest will send you to the Erabenimsun Camp, so we'll leave
his line for a while. Now head to the Shulk Egg Mine.
o======================================================================o
***NPCs***
Miner Gor
Miner Kati
Miner Juillen
Miner Lisaa
Savilo Othan
Daynila Valas
***QUESTS***
6) In the mine, kill any Scribs you see until you get five jellys for
Synnolian. Explore the first tunnel, then enter the Mining Camp. Speak
with Miner Gor, Miner Kati, Miner Juillen, and Miner Lisaa as you
explore. Enter the Queen's Lair at the far end. Kill Savilo Othan and
Daynila Valas, the egg poachers, then explore to finish this place off.
If you didn't find five jellies, Dinok, outside, will give you more if
you ask him about it. Let's head to Balmora now and report back to
Eydis Fire-Eye. She'll give you new orders, sending you to the Caldera
mines. Head over there right away. Hop a guild guide to Caldera, exit
Caldera Mines
o======================================================================o
***NPCs***
Alveleg
Fothyna Herothran
Alynu Aralen
Sathasa Nerothren
Stlennius Vibato
Elynea Norvayn
Meanen
Kiseena
Dahleena
Gilm
Ahanabi Assullinbanud
Neesha
Khazura
Inorra
Ohibaal Assintashiran
Dun-Ilu Assurnumausur
***FACTIONS***
Fighters Guild-Protector
Fighters Guild-Defender
***QUESTS***
7) As you approach, you'll see Alveleg off to the right. Speak with
him, and the topic "Telvanni agents" will start a fight. Kill him and
enter the cave of Ashanammu behind him. Speak with Fothyna Herothran,
and the same thing occurs. Alynu Aralen and Sathasa Nerothren will also
attack, so kill them too. Before reporting back to Eydis, explore the
rest of Ashanammu, and then go check out the Caldera Mining Company.
Enter the Mining Company Office. Speak with Stlennius Vibato, head
upstairs to speak with Elynea Norvayn and Meanen. Loot and leave. Enter
the Mining Bunkhouse. It's empty, so loot both levels, making sure to
get the Caldera Slave Key, and exit from the lower one. Enter Slave
Shack One, speak with and free Kiseena, loot, and enter Slave Shack
Two. Speak with and free Dahleena, loot, and enter the Mining Guard
Tower. It's empty, so loot and leave, and go enter the Mine. Head left
at the first intersection, speak to and free Gilm, speak with Ahanabi
intersection. Head east, speak with and free Khazura, and go left at
the next intersection. Speak with and free Inorra, speak with Ohibaal
a new quest. Head to the South Wall and pickpocket the book from
Defender, then get another quest. Now's a good time to give her the
Bitter Cup-the rest of her quests are legit-so do so. Head to Dura
gra-Bol's house, kill her, and report back to Eydis. She'll send us to
Alof's Farmhouse. Head toward the Fields of Kummu, and Alof's Farmhouse
Alof's Farmhouse
o======================================================================o
***NPCs***
Burub gra-Bamog
Mauhul gor-Burish
Baronk gro-Uzuk
Grat gho-Gholfim
***FACTIONS***
Fighters Guild-Warder
***QUESTS***
Burub gra-Bamog. Drop to the lower level and kill Mauhul gor-Burish,
Baronk gro-Uzuk, and Grat gro-Gholfim. Loot the shrine area and recall
to Warder, then get her next quest. Head to Mannammu, just outside
Pelagiad.
Mannammu
o======================================================================o
***NPCs***
Ena
Unisea Benethran
Selvia Famalius
Penald
Brelyn Indarys
Thalurea Thirvayn
Dovres Verethi
***NOTABLE LOOT***
***QUESTS***
fight Selvia Famalius and Penald, then hit the water. Head west first,
surface, fight Brelyn Indarys, loot (noting the copy of The Firsthold
Revolt), and exit by land, coming across Thalurea Thirvayn. Kill her,
loot, and proceed, eventually coming across Dovres Verethi. Kill him,
loot (noting the copy of The Wolf Queen, v1), and recall to Balmora to
o======================================================================o
***NOTABLE LOOT***
***QUESTS***
***FACTIONS***
Fighters Guild-Guardian
Imperial Cult-Theurgist
10) Head down the hall, killing critters. When you have a choice, go
left first, then across from that room to find and kill the Hunger and
get the unique Sarano Ebony Helm. Loot the final two rooms, then head
back to Balmora and report to Eydis. Her quest line is now done, so
let's head to Vivec. Speak with Lorbumol for a quest, then hop a silt
strider to Seyda Neen. Find Adraria in the Census and Excise warehouse,
taunt her, and kill her, then report back to Lorbumol. He'll promote
you to Guardian and give you another quest. We need to hold on this one
for now, so head down to Simine Fralinie's and visit Gentleman Jim.
He'll give you a new quest. Now head to Ebonheart. Deliver the scrib
Arvel Plantation
o======================================================================o
***NPCs***
Kal-Ma
Shatalg
Kasa
Affri
J'Kara
Ma'Dara
Breyns Randas
Relyn Sarano
Sedrane Arvel
Rovone Arvel
Urene Arvel
Dredase Arvel
Talare Arvel
***NOTABLE LOOT***
Charwich-Koniinge, Volume 1
***QUESTS***
***FACTIONS***
11) Outside, you can speak with Kal-Ma, Shatalg, Kasa, Affri, J'Kara,
Ma'Dara, Breyns Randas, Relyn Sarano, Sedrane Arvel, and Rovone Arvel.
corkbulb, then enter Arvel Manor. Speak with Urene Arvel, head
upstairs, note the copy of Biography of the Wolf Queen, speak with
Dredase Arvel, head up another level, speak with Talare Arvel, and
leave. Loot the Slavemaster's Shack, the Slave Shack, and the Storage
Shack, then return to Synnolian. He'll give you another quest. Head to
the Foreign Quarter Underworks to harvest five rat meat, then return to
Synnolian. He'll reward you with copies of The Wraith's Wedding Dowry
just head out to find and kill a netch. Bring the leather to Synnolian.
pots, and report back to Imsin. She'll promote you to Knight Errant
and give you another quest. Make your way to Hla Oad, and from there go
northwest to Ashurnibibi.
Ashurnibibi
o======================================================================o
***NPCs***
Ushug gra-Olurba
Muzgonk gro-Borbog
Durgash gro-Rushub
Rolfish gra-Dugul
Joncis Dalomax
***NOTABLE LOOT***
A Game at Dinner
***QUESTS***
Imperial Legion-Maiden's Token
12) Outside, speak with Ushug gra-Olurba and Muzgonk gro-Borbog, then
enter the shrine. Note a small stone chest as you swim, which contains
gro-Rushub and Rolfish gra-Dugul. Loot the area, noting the copies of
A Game at Dinner and The Horror of Castle Xyr. Through the door, speak
with Joncis Dalomax. Explore the tunnel behind him before leaving and
northeast over water to Sheogorad, and find the cave southeast of Ald
Assumanu
o======================================================================o
***NPCs***
Vienne Gilelle
Calmaninde
Allimir
Varona Nelas
13) Head left at the first intersection, fighting Daedra, then fight
Vienne Gilelle past the water. Through the door, fight Calmaninde and
loot, then return to the entrance and proceed northeast. Speak with
Allimir, then past him, speak with Varona Nelas. Take the glove to
Ilmeni in Vivec, then report back to Imsin. That's her final quest.
Head due east out of Ald'Ruhn, and take the southern branch when the
path forks. You'll arrive at the Fadathram Ancestral Tomb right at the
o======================================================================o
***NPCs***
Mils Andrethi
Golana Giralvel
Belvis Sedri
Galeri Uveleth
Bralyn Androthi
Darns Tedalen
Danel Indaren
14) Move straight through this small tomb, killing and looting as you
go. Leave when done, and levitate over the Ghostfence. Head south to
quickly find the Panabanit-Nimawia Egg Mine. Head inside and explore;
no loot here but eggs, so just fill out the map and leave when done.
Hop over the Ghostfence here and head south, then west when you can, to
At the entrance, speak with Mils Andrethi. Follow the tracks to speak
with Golana Giralvel, and when the tunnel opens up, head clockwise to
speak with Belvis Sedri, Galeri Uveleth, and Bralyn Androthi. Follow
the next tunnel to speak with Darns Tedalen and Danel Indaren, then
loot and leave. Now, track the Ghostfence until you arrive at
o======================================================================o
| |
| |
o======================================================================o
1) Tower of Dawn
2) Tower of Dusk
3) Maelkashishi
4) Yassu Mine
5) Sharapli
6) Shishara
7) Sanabi
11) Hassour
12) Assurdirapal
14) Sargon
15) Saturan
16) Nelas Ancestral Tomb
Tower of Dawn
o======================================================================o
***NPCs***
Rilvase Avani
Teril Savani
Ralyn Othravel
Selmen Relas
Faras Thirano
Ulmiso Maloren
Ferone Veran
Nilvyn Drothan
Uvoo Llaren
***NOTABLE LOOT***
***SPELLS***
Zenithar's Gospel
Calming Touch
Saintly Touch
***FACTIONS***
Temple-Acolyte
Temple-Adept
1) First things first, hop through the fence and donate a Petty Soul
Gem at the shrine to finish the Pilgrimages of the Seven Graces. Enter
the Tower of Dawn when done. Head to the middle room and speak with
Sermon 18. Speak with Teril Savani, then head upstairs to speak with
Ralyn Othravel and Selmen Relas. Now, head down to the Tower of Dawn
Lower Level. Speak with Faras Thirano, loot (noting the copy of The
Wolf Queen, v2), then explore clockwise. Speak with Ulmiso Maloren,
buy her spell, loot, and continue. There's not much in the vault, and
in the third room, you can speak with Ferone Veran. Loot this barracks
(noting the copy of The Rear Guard), then head back to the main level
of the Tower of Dawn. From here, enter the Temple. Speak with Nilvyn
Drothan, buy her spells, then speak with Uvoo Llaren. Report your
completion of the Seven Graces and she'll promote you to Acolyte, then
Tower of Dusk
o======================================================================o
***NPCs***
Fonas Retheran
Galore Salvi
Drelyne Llenim
Galdal Omayn
Elvasea Thalas
Mandran Indrano
Berela Andrano
Enar Dralor
Salyn Sarethi
Mertis Falandas
Taluro Athren
Dronos Llervu
***NOTABLE LOOT***
Amulet of Usheeja
***QUESTS***
Temple-Disease Carrier
Temple-Silent Pilgrimage
Temple-Compassion
***FACTIONS***
2) In the center room, loot and speak with Fonas Retheran and Galore
Salvi. Loot the bedroom, head upstairs, and speak with Drelyne Llenim
Sermon 14 and 36 Lessons of Vivec, Sermon 15, then head down to the
Tower of Dusk Lower Level. Speak with Elvasea Thalas, Mandran Indrano,
and Berela Andrano, then explore clockwise. In the first room, speak
with Enar Dralor and Salyn Sarethi. For the courtesy quest, answer
"It must be a drake," "Then it's not a book of poetry," and "It must
have been a great hit." Place Enamor and the Note to Salyn Sarethi in
his chest, then go to the next room. Speak with Mertis Falandas (the
master trainer in Spear), then make sure to get the artifact Amulet of
Usheeja from the vault. In the next room, speak with Taluro Athren,
then with Dronos Llervu in the final room. Loot (the Left Glass Bracer
is better than the Indoril Gauntlet I had on). We're done here, and
we've unlocked several quests. Recall to Balmora, then make your way to
Vivec to report to Gentleman Jim. He'll direct you to Sadrith Mora for
the next Bal Molagmer quest. While in Vivec, head to the High Fane and
speak with Endryn Llethan for a Temple quest. Tanusea Veloth is in the
Arena Pit, so head over there now. She'll refuse you, so head to
Wait on the vow of silence-we'll come back to this after we've explored
He'll give you a copy of 2920, Second Seed, and promote you to Knight
Bachelor. Get his next quest, which we won't complete for some time.
Now head to Ald'Ruhn and speak with Tuls Valen. You'll need to use the
"compassion"" into the console, then ask about compassion to start the
quest. With that handled, hop a strider to Gnisis and make your way to
Maelkashishi
o======================================================================o
***NPCs***
Bulfim gra-Shugarz
Depusanis Denian
Lloden Tenim
Horulia Jannus
Zallit Assattadaishah
Tunipy Shamirbasour
Assantus Hansar
***NOTABLE LOOT***
A Hypothetical Treachery
***FACTIONS***
Temple-Curate
***QUESTS***
3) Right away, find Bulfim gra-Shugarz. Speak with her, then cure her
with Vivec's Touch. Proceed to fight Depusanis Denian and Lloden Tenim,
levitate to the upper level. Fight Horulia Jannus, then enter the
Propylon Index and some loot. Recall to Balmora, and go report back to
Tuls Valen. He'll give you a copy of The Four Suitors of Benitah. Turn
Curate. Head back to Ghostgate now, and accept a quest from Uvoo
Cure him with a spell, then report back to Uvoo for another quest.
That's all the questing for a bit, so cruise through the actual
o======================================================================o
***NPCs***
Umbacano
Gadyni Rethan
Dolmyn Thirelas
Brelyna Andoril
Taluri Rothalor
Sorcalin
Tubilalk Mirathrernenum
Yan-Ahhe Darirnaddunumm
Assallit Assunbahanammu
Rothalor, and Sorcalin. Go explore the rest of the tunnels now, getting
glass if you wish, then leave. Head north (paths are visible, but steep
enough that you'll need to levitate) until you see the dwarven ruin of
Odrosal on your right. Ignore it, but bypass it to the east to find the
Assunbahanammu. That's it for here, and this little foray into the
Ghostfence, so explore the remaining tunnels if you like and make your
way back to Ghostgate. Once back outside the fence, follow it due east
(you'll need to levitate) into the next valley over. Enter the cave of
Sharapli.
Sharapli
o======================================================================o
***NPCs***
Taarie
Fervsie Girothran
***NOTABLE LOOT***
Feyfolken, v3
and head back to Ghostgate. Head southwest, passing the Ashlander camp
on your left. When you reach a daedric ruin (Assarnatamat), turn around
and backtrack, looking for a path to the right. Take that path, and
and loot; straight, fight Fervsea Girothran and loot (noting the copy
of Feyfolken, v3); and right is just critters. Leave, and follow a
trail that meanders a bit but goes southwest. It'll take you to the
at your leisure and exit. Backtrack a bit and angle east, staying on
trails. Before long, you should find a Velothi tower called Shishara.
Head inside.
Shishara
o======================================================================o
***NPCs***
Belene Yvienne
Erradan
Distel
Arbene Gernis
Iingail
Medyn Gilnith
Yashour Hairshumusa
Hibaddar Ilath-Pal
Telinturco
Undil
Dissu Ashalkimallit
Berapli Ashumallit
Shali Assannabalit
***NOTABLE LOOT***
6) Fight Belene Yvienne and proceed. Fight Erradan through the first
door and head down the ramp. Fight Distel in the bedroom, then
backtrack and go up. Fight Arbene Gernis and Iingail in the tower base,
then ascend to fight Medyn Gilnith. Loot and leave. Make your way north
This is just a long hall with three side rooms. The side rooms have
nothing noteworthy, but the end chamber has a copy of The Lunar
Lorkhan. Leave when done. Look for a pair of netch just east of
Shishara. Cross the ridge due south of them to find an Ashlander camp.
Fight Yashour Hairshumusa and Ilath-Pal, loot, and go back to the pair
of netch. Head east, then north, then west (following actual paths) to
find the Dunirai Caverns. Don't go in yet, but do chat with Telinturco
Shali Assannabalit. Loot, then head south to find a cave called Sanabi.
Enter.
Sanabi
o======================================================================o
***NPCs***
Sulen Sarandus
Arelvam Sadrano
Rilasi Ralvayn
Felsa Hlaren
Madaynu Aravel
Golor Omoran
Boryn Varen
Dredyni Salvani
Zelaku Assarrapanat
Abibaal Assillariran
Rilasi Ralvayn, and Felsa Hleran. Check the platform and the side rooms
Omoran, Boryn Varen, and Dredyni Salvani. That's it, so loot and leave.
Head due east and a bit south, crossing a valley (you may need to
levitate), and find the Dulo Ancestral Tomb. You'll know you're in the
right spot after crossing into Molag Amur when you see some steam
This is an Aundae vampire den-while it's the right bloodline, I'm not
ready to get turned yet, so stay on your guard. Kill four vampires in
the first area, loot, and kill a fifth through the only door. Leave
when done. Due north of here is another Ashlander camp. Fight Zelaku
Assarrapanat and Abibaal Assillariran, loot, and continue due north and
a hair west to find a new valley (NOT the one on the path from the
o======================================================================o
***NPCs***
Selk Muddumummu
Antu Assarrimisun
Zairan Enturnabaelul
Salay Yessur-Disadon
Nund Assurnipilu
Yenabi Laserbillahemmi
exit. Follow the current valley north to the Sandus Ancestral Tomb and
enter.
and leave. Head southwest, and cross the ridge when the valley turns.
Follow the next valley southeast until you spot a stand of trees on the
right with a couple of rats in it. From there, cross the ridge south
and slightly west and look for an Ashlander camp. (If you find a prior
camp with three mabrigash, you're too far south; go north from there.)
Loot their camp, then head north and east along a path to the Helas
o======================================================================o
***NPCs***
Velyn Farethan
Llevel Seri
Bredasu Gilaram
Dartis Dreleth
Falam Hlaalu
Mevrenea Aryon
Feralea Ramori
Dolmesa Sarano
***NOTABLE LOOT***
Vivec, Sermon 26 and 36 Lessons of Vivec, Sermon 34. Leave and head
then Urshilaku Camp, then Valenvaryon. We're going to make our way to
Dagon Fel. From here, continue east on the main island's coast to find
o======================================================================o
***NPCs***
Sendus Sathis
***NOTABLE LOOT***
Bone, Part 1
***FACTIONS***
Temple-Disciple
***QUESTS***
(noting the copy of Death Blow of Abernanit), then leave and head due
east (a good ways) to find and enter the Indaren Ancestral Tomb.
Proceed through the tomb, fighting Daedra, picking locks, until you
reach the end. Leave, and head east, swimming over to the first island.
Head down the tunnel, fighting Sixth House monsters, until you reach an
proceed the other way into the Shrine. To the right is some treasure
(note the copy of Bone, Part 1), so loot, explore the shrine, and
leave. Swim east another island, and go to the northern tip to find the
loot. Make your way to the end of the grotto, finding one more body,
then turn around and leave. Head north one island, spotting the
stronghold of Rotheran. Skip it for now, going west one island to find
Sendus Sathis, the hermit. Deliver his food, then recall, offload, and
Disciple and give you another quest. We can now do Tuls Valen's final
o======================================================================o
***NPCs***
Dagoth Fovon
***NOTABLE LOOT***
Fat Lute
11) To the left is the door to the shrine, straight ahead is another,
and to the right is a bit of loot and a tunnel full of critters. Take
the lower level door to the shrine, fight critters, then head left to
Dagoth Fovon to free some Sleepers, loot (noting the copy of 36 Lessons
of Vivec, Sermon 36 and the unique Fat Lute), and leave. Visit Dralas
Balmora, as they're all now freed Sleepers. Report back to Tuls Valen
in Ald'Ruhn to finish his quest chain. Head all the way back to Sendus
Sathis, and hop one island west to find a tomb called Ashmelech. Skip
it for now (this is the Aundae Vampire Clan home base), and hop
Assurdirapal
o======================================================================o
***NPCs***
Grazob gra-Kharz
Shakh gro-Durga
Ghob gra-Gholob
Durz gra-Rimph
Farvyn Oreyn
Vala Herennius
Dreynis Nothro
Llirala Sendas
***NOTABLE LOOT***
Silence
***QUESTS***
Miscellaneous-Malacath's Quest
12) Head down the tunnel to fight Grazob gra-Kharz. Loot this room and
proceed to fight Shakh gro-Durga. Enter the Inner Shrine to fight Ghob
gra-Gholob, loot (note her copy of How Orsinium Passed to the Orcs),
levitate up top to fight Durz gra-Rimph, interact with the statue of
Malacath for a quest, then exit through the upper level door. Before
heading to Vivec, hop one island east to find the Sanctus Shrine-the
Vivec now, and ask Flacassia Fauseius about Oreyn Bearclaw to progress.
Hop over to Gnaar Mok now, ask Valveli Arelas about Farvyn Oreyn to be
directed south of town, then head over there to find him. Speak with
him, admit you're here at Malacath's behest, and fight him and his two
servants, Vala Herennius and Dreynis Nothro. Now, head back to Vivec
and take Endryn Llethan's vow of silence. Begin the long, long schlep
to the Sanctus Shrine. Not really a big deal, just tedious. Enter
Llirala's Shack, speak with her, loot, and head back to Assurdirapal to
and report to Endryn Llethan for four skill books, Silence, 36 Lessons
Vivec, Sermon 27. Speak to him again for another quest, then make your
northwest to find Vas, which is marked on your map. Before going in,
Abandoned Shipwreck
o======================================================================o
***NPCs***
Ulyne Henim
Debentien Sylbenitte
Derelle Ysciele
Jeberilie Moniel
Daris Adram
***NOTABLE LOOT***
Extra-Comfy Pillow
***QUESTS***
13) Pick up the invoice in the cabin, loot the wreck, and head back
over to Vas. Speak with Ulyne Henim outside, then enter the tower. The
plow through the critters. At the end, fight Debentien Sylbenitte and
speak with Derelle Ysciele and Jeberilie Moniel. Enter the Tower. It's
also straightforward, so plow ahead and fight Daris Adram. Speak with
use the console command "addtopic "pillow shipment"" (yes, the quest is
bugged), and speak with her for the unique Extra-Comfy Pillow. Head to
Ald'Ruhn now and report in to Percius Mercius. Speak with him again for
another quest, and although we've seen Sargon already, we can head to
Maar Gan for directions. You'll be directed to Nuleno Tedas, who gives
detailed directions. From there, make your way to Sargon and head
inside.
Sargon
o======================================================================o
***NPCs***
Gavesu Arelas
Milynea Andrethi
Dalmil Varen
Llero Lloran
Varon Sadralo
Varvsa Athram
Raynila Aryon
Nerer Beneran
***QUESTS***
14) Enter and fight Gavesu Arelas. Enter the water and swim
counterclockwise; on the east end of the cave, you'll find some loot
guarded by a Skeleton Champion. When you reach the end, you can
levitate, but I'd swim back to the entrance. Go clockwise now to the
end for a cauldron with some more loot, then return to the entrance,
leave the water, and proceed. Fight Milynea Andrethi and Dalmil Varen,
then go through the door on the left to fight Llero Lloran. Loot and
fight Nerer Beneran. Loot the area and circle back to where we fought
Dalmil Varen, and this time cross the bridge. Loot this storage cave,
give you another quest, so head to Suran and talk to Avon Oran. He'll
send you to Saturan, a cave we've spotted before, so head there and go
inside.
Saturan
o======================================================================o
***NPCs***
Tiela
Ilver Aralas
Muk gro-Dula
Dothiel
Vevos Nerethi
Daldur Sarys
Jolgeir
Ubaasi
Eutei
Peeradeeh
Udarra
J'Zamha
Weeltul
***NOTABLE LOOT***
***QUESTS***
15) Fight Tiela and Ilver Aralas, and proceed. Fight Muk gro-Dula,
room, fight Vevos Nerethi and Daldur Sarys, loot (noting the copy of
The Axe Man), return to the intersection, and go through the door.
Fight Jolgeir, grab his slave key, loot, and free the slaves Ubaasi,
it, so head back to Suran and report to Serjo Avon Oran. Now report
back to Percius. He'll give another quest we won't do for a while. Time
for more exploring. Make your way back to Vas again, and go north one
o======================================================================o
***NPCs***
Andre Maul
***NOTABLE LOOT***
next island to the southeast. Find Rayna Drolan's Shack, but leave it
for now (there's a quest here later). Head east to another small island
north of the big one. On the south coast, head east to find and enter
Malmus Grotto.
This is straightforward, so loot to the far end and leave. Head a bit
southeast now, to our final ancillary island. Enter Andre Maul's Tower.
Loot the ground level and head upstairs. Speak with Andre and loot,
noting the copy of The Wolf Queen, v8. With that, head out. Proceed
southeast, across a tiny bit of water, to the main island and the
o======================================================================o
| |
| |
o======================================================================o
1) Dagon Fel
2) Surirulk
3) Nchardahrk
7) Kushtashpi
Dagon Fel
o======================================================================o
***NPCs***
Khargol gro-Boguk
Anja Swift-Sailer
Haema Farseer
Hjoldir
Mette
Fanar Fork-Beard
Fjorrod
Greidil Half-Troll
Hurg
Onmi Hard-Mouth
Thalestris
Heifnir
Fryfnhild
Vongvild
Sold Fine-Hair
Mystery of Talara, v4
Hallgerd's Tale
A Dance in Fire, v3
1) Offload if needed, as you can get here by boat from Khuul. Explore
the Vacant Tower where we entered town to kill rats on the first level
and meet Khargol gro-Boguk, the master trainer for Unarmored. Speak
with him, loot his room (nicking the unique Dwemer Scarab Plans), and
Farseer, Hjoldir, Itar the Gentle, and Mette outside. Now, enter
Fanar Fork-Beard's house, speak with him, loot, and leave. Do the same
Lockpick and loot Itar the Gentle's house (note the copy of Hallgerd's
Sermon 28), Arrow (the ship), and Mette's house. Enter the Watch Tower
and loot (noting the copy of A Dance in Fire, v3). Now enter Heifnir:
Trader. Speak with Thalestris and Heifnir, loot the shop (noting the
copy of The Third Door), leave, and enter The End of the World. Speak
with Fryfnhild and Sarnir the Clerk, loot, and head upstairs. Speak to
Vongvild and Sold Fine-Hair, loot, and enter the Renter Rooms. Loot,
speak with Hreirek the Lean and Hjotra the Peacock, and that's it for
this village. Leave town on the west road, and follow it as it turns
south. Skip the turn to the right, and when this road ends at a
T-junction, go left. The next left leads to Mzuleft, which we'll skip
for now until a Mages Guild quest sends us back. Take the next right to
return to Rotheran. We're still not ready for it, but we can enter
Surirulk
o======================================================================o
***NPCs***
Ginur Marys
Mirnelea Terilu
Giren Avilo
Adosi Darano
Bedynea Gimalvel
Rinori Ienith
Rilver Andothan
Ulvena Arobar
Tilore Andrethi
Medresi Ofemalen
Vadramea Farano
Dalnorea Arvel
Kirginia
Fralvia Sibassius
***NOTABLE LOOT***
A Hypothetical Treachery
The Seed
2) Fight Ginur Marys and proceed, fighting Mirnelea Terilu and Giren
Gimalvel, and loot. Cross to the other side, fight Rinori Ienith, and
loot. Finally, descend the steps, fight Rilver Andothan, loot, and
we're finished. Head north, take the switchback down to the beach, and
Proceed until you find an intersection. Go through the door to the left
to fight Ulvena Arobar and Tilore Andrethi. Loot (noting the copies of
A Hypothetical Treachery and The Seed), then return to the tunnel and
proceed. Through the next door, fight Medresi Ofemalen and Vadramea
Farano. Loot and continue, fighting Dalnorea Arvel. Through the next
door, fight Kirginia and Fralvia Sibassius. Loot and leave. Proceed
east along the path to the small Dwemer ruin of Nchardahrk. Head
inside.
Nchardahrk
o======================================================================o
***NPCs***
Tibdan Shalarnetus
Shanat Kaushminipu
Zallay Subaddamael
Bulak gra-Murug
Murzol gro-Ulfimph
Urzog gro-Shadbuk
Bugharz gro-Ular
Glob gra-Ghasharzol
***NOTABLE LOOT***
entrance, then leave. Head back west and when you reach the path to
Mzuleft, head south, directly over the ridge. Go east to the coast,
Kill the undead, loot the area (noting the copy of Words and
Philosophy), and leave. Head west to the end of this beach to find an
outside, then enter the yurt to speak with Zallay Subaddamael. Kill him
for Kurapli back at the Urshilaku Camp, then leave the yurt. Might as
well jog over there and report in to her. She'll give you the unique
Airan-Ahhe's Spirit Spear. Head back to Dagon Fel, leave west, go
south, but this time, take the first right turn. Speak with Bulak
gra-Murug in the road, take the next right, and fight Murzol
temple quest), but return to the main path and continue west. Stay
west at the next split, then west at the next one. Pass the Pudai Egg
Mine (we'll be sent here on a Fighters Guild quest), then head south at
the next intersection. Cross a little inlet, bypass the tomb on the
right, and note the Velothi tower of Shara. We'll be sent here on a
Morag Tong quest. Return to that last tomb, the Orethi Ancestral Tomb,
o======================================================================o
***NPCs***
Sifknir
Almsi Oren
Folyni Dran
Matuk gro-Magrish
Kisimba
Aina
Ri'Dumiwa
Olank-Neeus
Valvesu Indaram
***NOTABLE LOOT***
4) Clear this very straightforward tomb and leave. Head north, back
across the inlet and along the path. Left at the next intersection,
spot the cavern of Sud, site of a later Mages Guild quest. Go east
along the path and continue east at the next intersection to find the
Not much here, so explore, loot the lone corpse, and leave. Return to
the last intersection and head north. Follow the path as it turns east
Proceed to the first stairs, and enter the door on this level. Fight
Sifknir and proceed. Pass the slave pen, ascend some stairs, and fight
Almsi Oren. Loot (note the copy of The Third Door), then proceed to
fight Folyni Dran. Past him, fight Matuk gro-Magrish, who has the slave
key. Loot his room, then go free the slaves Kisimba, Aina, Ri'Dumiwa,
loot, and leave. Continue east along the path to find the Sarethi
o======================================================================o
***NPCs***
Relinda
Draron Benelas
Bertis Uvani
Orval Llaren
***NOTABLE LOOT***
Pop's Amulet
Ring of Phynaster
The Seed
the vampires. Take care not to get turned yet. When done, make your way
back to Dagon Fel. Go to Sorkvild's Tower and head south to the Senim
This tomb is big, but straightforward. The corpse at the end has a Bone
from Pop Je, Pop's Amulet, and the artifact Ring of Phynaster. Leave
Enter.
Draron Benelas and loot (noting the copy of The Seed). Continue
clockwise and ascend some stairs to fight Bertis Uvani. Loot and
explore the last tunnel to fight Orval Llaren. Loot (noting the copy of
2920, Sun's Dawn), and leave. Backtrack north a bit and look east-you
should spot a shipwreck soon. Swim over to the Ancient Shipwreck and
enter.
Ancient Shipwreck
o======================================================================o
***NPCs***
Rianciene Aurilie
Merard Geves
Relie Jeannie
Jo'Thri-Dar
Bravosi Henim
Manirai Mirshamammu
Shishi Yanumibaal
***NOTABLE LOOT***
6) The only notable loot is the easter egg book Capn's Guide to the
Fishy Stick. Explore and leave. Swim north one island to meet M'Aiq the
Liar. Speak with the original, then swim east and a bit south. The
daedric ruin here, Ald Daedroth, features in later Temple, Morag Tong,
AND main quests, so skip it for now. Swim southwest one island to find
a Velothi tower called Sanni and the Setus Egg Mine. Enter Sanni first.
Hold left at first to find a bedroom and speak with Rianciene Aurilie.
Loot and proceed to another bedroom with a cell. Fight Merard Geves and
speak with Relie Jeannie. Speak with Jo'Thri-Dar in the cell, then
leave and make your way up to the dome. Fight Bravosi Henim, loot
(noting the copy of Song of the Alchemists), and leave. Follow the
Head to the back of this mine for the right to say you explored it,
then leave. Head west to the next island, where the cave of Shallit and
the Drethan Ancestral Tomb reside. The Drethan Tomb is the site of a
later vampire quest, and Shallit is the site of a later Fighters Guild
quest. Swim south all the way back to Vvardenfell proper. Just west of
it and head east, finding the mabrigash camp of Manirai Mirshamammu and
Shishi Yanumibaal. Kill them, loot, and continue east, arriving at the
Kushtashpi
o======================================================================o
***NPCs***
Maner Uvaren
Ulms Saren
Sticey
7) Clear the outside, speak with Ranmir the Seal, and enter the shrine.
Proceed down the tunnel, levitating to a ledge above for loot when you
reach a bridge, then reach the shrine. Fight Maner Uvaren, Ulms Saren,
and Sticey, then loot the shrine. Leave when done and continue east.
When you spot a big Ashlander camp, cut a bit south and switch back
This egg mine is short and uneventful. Clear it and leave. Go to the
coast, and to the very northeast tip of Vvardenfell Island, to find the
Eluba-Addon Grotto.
Nothing in here but kollops, so explore it and leave. Now we're ready
o======================================================================o
| |
| |
o======================================================================o
1) Ahemmusa Camp
2) Mausur Caverns
3) Sur Egg Mine
5) Zergonipal
Ahemmusa Camp
o======================================================================o
***NPCs***
Kammu
Sen
Zallit
Urshamusa Rapli
Addammus
Ulabael
Nummu
Mausur
Mamaea
Mabarrabael
Lanabi
Kausi
Dutadalk
Yenammu
Assamma-Idan
Sinnammu Mirpal
Missun Hainterari
Samsi Ulannanit
Maesat Shinirbael
***QUESTS***
1) Outside, speak with Kammu, Sen, Zallit, and then Urshamusa Rapli for
a quest. Enter Addammus' Yurt, speak with him and Ulabael, loot, and
leave. Enter Nummu's Yurt, speak with her and Mausur, loot, and leave.
Enter Mamaea's Yurt, speak with her and Mabarrabael, loot, and leave.
Enter Lanabi's Yurt, speak with her, loot, and leave. Enter Kausi's
Yurt, speak with him, loot, and leave. Enter Dutadalk's Yurt, speak
with him and Yenammu, loot, and leave. Enter Assamma-Idan's Yurt, speak
with him, loot, and leave. Loot the empty Ashkhan's Yurt, then enter
the Wise Woman's Yurt. Speak with Sinnammu Mirpal, loot, and leave.
Recall to Balmora, offload, then make your way to Maar Gan. From there,
for now, and continue east to find a couple of rogue Ashlanders. Fight
Missun Hainterari and Samsi Ulannanit, then enter the yurt to fight
Maesat Shinirbael. Loot and leave. Head south until you hit the
Ghostfence, then levitate over it, as well as the next ridge to the
south. The ruin here is Vemynal, a site for the main quest's endgame.
Continue due south of Vemynal (just levitate) to find the Mausur
Mausur Caverns
o======================================================================o
***NPCs***
Levus Musilchiotus
Jart
Hurnfing
***NOTABLE LOOT***
here later for the Morag Tong, so skip it and continue east. You'll
eventually come to Dagoth Ur. Obviously, we aren't ready for this yet.
Backtrack to the last bridge we crossed, get under it, and follow the
foyada until you see a Daedric ruin on the left. This is Assalkushalit.
Enter.
Fight Levus Musilchiotus, Jart, and Hurnfing. Loot the shrine (noting
the copy of The Importance of Where), and leave. Follow the path from
the bridge northwest of the shrine and turn right when you can to
stumble on to Kogoruhn, Charma's Breath. This is the back entrance.
east, then take the first southern fork you see. You'll find a Dwemer
quest. Backtrack north and continue east, eventually finding the Salvel
we're done mapping the inside of the Ghostfence. Follow the path south
until it starts curving west, then levitate over the Ghostfence to the
east and continue east until you find a new foyada. You should be
o======================================================================o
***NPCs***
Addarnat Assardidairan
Mut Urshan-Adairan
Manu Odirnapal
Fothas Thirandus
Alanil Llaram
Lleras Andalen
Nalmen Athren
Astien Masoriane
Dangor
Lleras Andalen, Nalmen Athren, Astien Masoriane, and Dangor, who will
accept your flin shipment. Recall to Balmora and make your way to
Ald'Ruhn to report to Percius. Accept his brandy and gold, but don't
take his new orders yet-we want to finish Lorbumol's quests before we
kill him. Make your way back to Kogoruhn, then southeast to the
o======================================================================o
***NPCs***
Zebba Asharnalit
Tissamsi Asharapli
Ulam gro-Shugham
Yargol gro-Bashnag
***NOTABLE LOOT***
Vivec, Sermon 30), and leave. East of here is a cave called Bensamsi.
Enter.
Dwemer ruin called Bthuand. A vampire quest will send us here, so leave
outside, speak with Ulam gro-Shugham and Yargol gro-Bashnag, and enter.
Zergonipal
o======================================================================o
***NPCs***
Ghorlorz gro-Moghakh
Shelur gra-Yargul
Sevame Saryon
Elenwen
Man-Ilu Ashananapal
Mausur Assaplit
Anasour Selitbael
***NOTABLE LOOT***
Feyfolken II
loot (noting the copy of 36 Lessons of Vivec, Sermon 12), and leave.
Head east and take the first path to the south to find the cave of
Dun-Ahhe. Enter.
Proceed, fighting Sevame Saryon early, checking the water for loot,
fight Elenwen in the back, loot (noting the copy of Feyfolken II), and
camp, and backtrack out of this foyada. Head east, and go south into
the next foyada. Enter the Dareleth Ancestral Tomb on your left.
o======================================================================o
***NPCs***
Delmon Famori
Bodsa Nothryon
Manel Amori
Mubdan Esurnadarpal
Shirerib Ashi-Iddan
Santinti Assarbeberib
6) Loot the very straightforward tomb, leave, and continue south.
Main Quest site. Levitate south over the ridge, then head west to find
Fight Delmon Famori, Bodsa Nothryon, and Manel Amori, loot, and leave.
Proceed to the first intersection. Go left first, loot, then return and
go right. Finish off all hostiles and leave. Keep tracking this foyada
Ashi-Iddan, and Santinti Assarbeberib. Loot the camp, head south, then
take the east path to leave the foyada (and the Ashlands). Due east is
o======================================================================o
| |
| |
o======================================================================o
1) Zainab Camp
3) Pulk
4) Andalor Ancestral Tomb
5) Pinsun
6) Hanud
7) Esutanamus
8) Sanit
Zainab Camp
o======================================================================o
***NPCs***
Zaba
Sakulerib
Ababael Timsar-Dadisun
Tussi
Ashur-Dan
Patababi
Ashibaal
Minassour
Kaushad
Somummu Zabamat
***SPELLS***
Torpor
1) Outside, speak with Zaba and Sakulerib. Loot Kuda's Yurt, enter
Ababael Timsar-Dadisun's yurt, speak with him (he's the master trainer
for Mercantile), loot, and leave. Loot Kummu's Yurt, enter Tussi's
Yurt, speak with her, loot, and leave. Do the same with Ashur-Dan's
Yurt, Patababi's Yurt, Ashibaal's Yurt, and Minassour's Yurt. Enter the
Ashkhan's Yurt, speak with Kaushad, loot, and leave. Do the same in the
Wise Woman's Yurt (buy her spell) and we'll be done. Head north to the
road, then east, then take the first north fork to find the Venim
o======================================================================o
***NPCs***
Luven
***NOTABLE LOOT***
Bow of Shadows
2) Proceed through this small tomb. At the back, fight Luven and Goris
the Maggot King. Loot for the artifact Bow of Shadows, then leave.
Continue east, go south at the fork, and go west when able to find the
Loot this small, straightforward tomb (noting the copies of The Prayers
of Baranat and The Wolf Queen, v6), and leave. Return to the last
left. Go inside.
Pulk
o======================================================================o
***NPCs***
Hathei
Gam-Kur
Maering
Moghakh gro-Bagdub
S'Radirr
Yanibi Abur-Dan
Benudni Ilurnubishpal
Yanabani Ashushshirari
Manabi Kummimmidan
Yahaz Ashurnasaddas
Teshmus Assebiriddan
Sargon Santumatus
***NOTABLE LOOT***
Palla, v2
3) Fight Hathei, Gam-Kur, and Maering as you proceed. Check the water
for loot, then continue to fight Moghakh gro-Bagdub and S'Radirr. Loot
and leave. Continue south and east on the path to find the Aralen
Fight the vampires and loot (noting the copy of Palla, v2), and leave.
Return to the last intersection and go east, watching north for a rogue
Assebiriddan, then enter the yurt to speak with Sargon Santumatus. Loot
and leave, continuing east. At the end of this path is the Dunmer
return to the last intersection and take the north fork instead. Watch
the left side for the Andalor Ancestral Tomb. Head inside.
o======================================================================o
***NPCs***
Botrir
Iveri Llothri
Seba Anurnudai
Tis Abalkala
Zalit Salkatanat
Zelay Sobbinisun
Hemus Zelma-Alit
***QUESTS***
Miscellaneous-Widowmaker
***NOTABLELOOT***
Widowmaker
return to the path. Proceed to find Botrir in the road, and accept his
quest. Head back to Andalor Ancestral Tomb and go northwest from there
to find Iveri Llothri. Kill her and retrieve Widowmaker, then tell
Botrir you're keeping it and kill him too. From here, head east to some
Ashlander camp. Fight Seba Anurnudai and Tis Abalkala outside, then
yurts. Head east from here to find a smuggler cave called Pinsun. Head
inside.
Pinsun
o======================================================================o
***NPCs***
Jaline
Birama Andaram
Savure Uvalor
Ahetotis Furotis
Fovus Faravel
Rilas Arethan
Clecentor Aerius
Cluson
***NOTABLE LOOT***
go through the door to fight Clecentor Aerius and Cluson. Loot (noting
the copy of Notes on Racial Phylogeny) and leave. Take note of the
dome of Hanud.
Hanud
o======================================================================o
***NPCs***
Aglaril
Faric Panoit
Noleon Sele
Treras Dres
here, so jump the gap you find to enter the Tower. Fight Faric Panoit,
explore the pit, go down a ramp to fight Noleon Sele, loot, then go up
a ramp to the tower proper. Fight Treras Dres up top, loot (noting the
here, entering the water, to find the Vassamsi Grotto. Head inside.
Not much here, so explore and leave. Now head back to that island we
noted earlier. Go back to Pinsun and swim east to arrive at the Daedric
ruin of Esutanamus.
Esutanamus
o======================================================================o
***NPCs***
Adding
Virgerd
Arvamea Dalvani
Arrinis Cerunia
Drathyn Andavel
Chark
Zennammu Urshumusa
Kanud Odimabesser
Yan Assinabi
Sur Surishpi
Patus Assumanallit
Nind Dudnebisun
Kitbael Assurnumanit
Ansu Senatbael
Zabi Adidshina
***NOTABLE LOOT***
Mystery of Talara, v2
Amulet of Ashamanu
7) Outside, speak with Adding and Virgerd, then enter the shrine. Fight
Arvamea Dalvani (who has a copy of The Art of War Magic) and Arrinis
Cerunea in the first room, then proceed to fight Drathyn Andavel and
Chark (who has a copy of Mystery of Talara, v2). Loot the chests behind
the statue and leave. From here, head due east to the water to find the
Urshumusa and Kanud Odimabesser. From here, head northwest (back to the
main island) and continue northwest for another rogue Ashlander camp.
Fight Yan Assinabi and Sur Surishpi, then head southwest. You will find
southwest to find the road again, near where we first left Zainab Camp.
This time, go north, following the signs for Tel Vos. Soon, on the
left, you'll find more rogue Ashlanders. Fight Patus Assumanallit and
Assurnumanit. Loot and continue north, then turn left at the next
intersection. Left again at the next one, and you'll soon find yet
another rogue Ashlander camp. Fight Ansu Senatbael and Zabi Adidshina,
then continue. This path ends at Nchuleft, the site of a later House
Telvanni quest. Turn around and return to the last intersection, and
head northwest. At the next split, head right first. Skip the Tel Vos
Dungeon, and proceed to the Mudan-Mul Egg Mine. This is also the site
You'll soon spot the Nerano Ancestral Tomb, which we'll visit later in
the Main Quest. Continue north until you spot Urshumusa Rapli's white
guar. Follow it to a corpse and take the Amulet of Ashamanu. Now head
Sanit
o======================================================================o
***NPCs***
Athanden Girith
Emul-Ran
Kashtes Ilabael
***NOTABLE LOOT***
8) Turn left and proceed all the way to the Shrine. Loot, noting the
copy of The Wolf Queen, v3, and exit the other side. Proceed to arrive
back at the entrance, and leave. Head back to where you found the white
guar and follow the path east to meet Athanden Girith. Talk to him and
accept his quest, then head back to the Ahemmusa Camp. Turn in the
white guar quest to Urshamusa Rapli, trade in the amulet for the Shield
of the Undaunted, then ask about the attack on a guar hide trader to
be directed south. Head that way to find and fight Emul-Ran and Kashtes
Ilabael. Get the ten Girith's Guar Hide off of Emul-Ran and return to
Athanden (more or less due west). He'll take the hides; in the
meantime, follow signs back toward Tel Vos and Vos. At the final
intersection, head right (break from the signs) to quickly explore the
signs to Vos.
o======================================================================o
| |
| |
o======================================================================o
1) Vos
2) Tel Vos
Vos
o======================================================================o
***NPCs***
Dreynos Elvul
Ienasa Radas
Ulvil Llothas
Sedyni Veran
Ferise Varo
Burcanius Varo
Smokey Morth
Hairan Mannanalit
Menus Felas
Mandyn Ralas
Maela Kaushad
Fanisea Irano
Yakin Bael
Eldrilu Dalen
Trilam Drolnor
Thilse Aralas
Runethyne Andas
***SPELLS***
Chameleon
***NOTABLE LOOT***
1) Outside, speak with Dreynos Elvul, Ienasa Radas, Ulvil Llothas, and
Sedyni Veran (at the docks). Explore and loot her ship, then head to
the Varo Tradehouse Entrance. Speak with Ferise Varo, buy her spell,
loot, and enter the Tradehouse proper. Speak with Burcanius Varo,
Smokey Morth, and Hairan Mannanalit, loot, and enter the Varo
speak with him, loot, and leave. Loot Ulvil Llothas' Farmhouse across
from here (noting the copy of 36 Lessons of Vivec, Sermon 24), then
enter Mandyn Ralas' Farmhouse. Speak with him, loot, and enter Maela
Kaushad's Farmhouse. Speak with her, loot, and enter Ienasa Radas'
Farmhouse. Loot and enter Fanisea Irano's Farmhouse. Speak with her,
loot, and enter the Vos Chapel. Speak with Yakin Bael (the master
Drolnor's Farmhouse. Speak with him, loot, and enter Thilse Aralas'
Farmhouse. Speak with her, loot, and enter Runethyne Andas' Farmhouse.
Speak with her, loot, and enter Dreynos Elvul's Farmhouse. Loot, leave,
and head up the road to Tel Vos.
Tel Vos
o======================================================================o
***NPCs***
Telvanni Sharpshooter
Ra'Kothre
Dro'Zharim
Goler Andrethi
Ronerelie Philulanie
Smokeskin-Killer
Rimintil
Andil
Milar Maryon
Alenus Vendu
Mirvon Andrethi
Esar-Don Dunsamsi
Cania Mico
Cidius Caro
Luspinian Hertarian
Turedus Talanian
Aryon
***NOTABLE LOOT***
Anumidium Plans
Amulet of Levitating
***QUESTS***
2) Jump up the wall and talk with the Telvanni Sharpshooter, then enter
the Southern Tower to start exploring this madhouse. Explore the tower,
speak with Ra'Kothre, then take the midlevel exit. In the Jail, speak
with Dro'Zharim and Goler Andrethi, then proceed to the dungeon. To the
exploration. When done, head back through the jail to the Southern
Tower, take the upper level exit, and enter the Central Tower. Speak
Airship Plans, and Anumidium Plans off the wall, speak with
area (noting the copy of 36 Lessons of Vivec, Sermon 11), then exit and
head into the Services Tower. Nab the Grandmaster's Retort in this
room, then speak to Andil and Milar Maryon. Loot the rest of the room
and head downstairs. Speak with Alenus Vendu and Mirvon Andrethi, loot,
then return to the Central Tower. Take the third exit going up to find
and enter the Northeastern Tower. Loot, return to the Central Tower,
and take the next exit up to find the Barracks and Armory. Speak with
Esar-Don Dunsamsi outside, then enter. Speak with Cania Mico, loot, and
and take the exit we didn't enter through. You can see Aryon's Chambers
from here, so hop over and go inside. Speak with Turedus Talanian for a
quest, then proceed to speak with Aryon. Loot and leave, then run back
Ask Zaba about trade goods wanted for a quest update. You can also
speak with Kaushad and Sonummu Zabamat for further updates. Return to
Tel Vos and report back to Turedus Talanian for a unique Amulet of
Levitating. Head back to Vos now, and from the docks you can actually
see the next settlement, Tel Mora. Head over there now.
o======================================================================o
| |
| |
o======================================================================o
1) Tel Mora
2) Lonesome Shipwreck
Tel Mora
o======================================================================o
***NPCs***
Tonas Telvani
Nina
Emelin
Lette
Liette
Radras
Jolda
Nona
Berwen
Kirsty
Elegnan
Celria
Natesse
Thaeril
Borwen
Margonet
Daynali Dren
Gelduin
Katie
Tinaso Alan
Salama Andrethi
Diren Vendu
Nanine
Elphiron
Nathien
Sadela Areth
Dratha
***NOTABLE LOOT***
Palla, v2
***SPELLS***
Scourge Blade
Cruel Noise
Summon Dremora
1) Outside, speak with Tonas Telvani, Nina, Emelin, and Lette (but
don't discuss swamp fever with her). Enter Liette's House, speak with
her, loot, and enter Radras: Smith. Speak with her, loot, and enter
Jolda: Apothecary. Speak with her, loot, and enter Nona's House. Speak
with her, loot, and enter Berwen: Trader. Speak with her (but do not
reward. Loot downstairs, leave, and enter Kirsty's House. Speak with
her, loot (noting the copies of The Black Arrow, v1 and v2), and enter
Elegnan: Clothier. Speak with Elegnan and Celria, loot, and enter The
Covenant. Speak with Natesse, loot, head upstairs, speak with Thaeril
and Borwen, loot, and enter the Lower Tower of Tel Mora itself. Speak
with Margonet and Daynali Dren, loot, and levitate to the next level.
Speak with Gelduin and Katie, loot (noting the copy of Palla, v2), and
Tinaso Alan, admire her disposition to 90+, buy her spell, and loot her
room (noting the copy of The Wolf Queen, v8). Speak with Salama
Andrethi, admire her disposition to 90+, buy her spell, loot her room,
and speak with Diren Vendu. Admire her disposition to 90+, buy her
spell, loot her room (noting the copy of 36 Lessons of Vivec, Sermon
24), return to the Lower Tower, and take the exit in Katie's room.
Ascend to the Upper Tower. Speak with Nanine, loot (noting the copy of
2920, Hearth Fire, v9), and proceed to a barracks. Speak with Elphiron,
loot, and proceed to speak with Nathien, Sadela Areth, and Dratha.
That's it for Tel Mora, so leave and exit town to the north.
it out.
Lonesome Shipwreck
o======================================================================o
***NPCs***
Nothasea Beni
Termanwe
Nummu Assudiraplit
Manu Zainab
Kausha Mantashpi
***NOTABLE LOOT***
Feyfolken, v1
BanHammer
2) Not much here, so just explore and leave. When done, head back to Vos
and follow the coast a good, long way to the south. When you're further
Mages Guild quest. Head northwest from here to find the Thiralas
Nallit.
and head through the door to fight Termanwe. Loot here (noting the
copies of Feyfolken, v1 and 2920, Hearth Fire, v9), and leave. Head
south to the next island to spot rogue Ashlanders. Speak with Nummu
Assudiraplit and Manu Zainab, get the unique BanHammer off the corpse,
enter the yurt, speak with Kausha Mantashpi, loot, and leave. Head east
| |
| |
o======================================================================o
1) Tel Aruhn
2) Yansirramus
3) Kora-Dur
4) Nammu
5) Berandas
6) Rotheran
8) Falensarano
9) Massama Cave
12) Zenarbael
13) Zaintirari
14) Shara
15) Ebernanit
16) Indoranyon
17) Hlormaren
18) Ashalmimilkala
19) Yasammidan
Tel Aruhn
o======================================================================o
***NPCs***
Daynas Darys
Urzoth gra-Bargamph
Mogak gra-Ugruma
Llaals Ores
Manilian Scerius
Davina
Menelras
Ciralinde
Jadier Mannick
Shuzug gro-Bug
Shagdub gra-Murz
S'Bakha
Savile Imayn
Stentus Tullius
Bildren Areleth
Ferele Athram
Aryne Telnim
Drarayne Girith
Emusette Bracques
Maren Uvaren
Brarayni Sarys
Irna Maryon
Anora
Barusi Venim
Senise Thindo
Felara Andrethi
Rinina
Endase Avel
Brolmir
Gothren
***NOTABLE LOOT***
***SPELLS***
Absorb Intelligence
Absorb Health
1) Speak with Daynas Darys at the docks, then enter the Underground.
Shagdub gra-Murz, open the slave door to speak with S'Bakha, and speak
with Savile Imayn. Purchase all six slaves from her, one at a time, and
you can free them afterwards. Do so. In town, speak with Stentus
Areleth: Apothecary. Speak with him, loot, and enter Ferele Athram:
Trader. Speak with him, loot (noting the copy of The Axe Man), and
enter Aryne Telnim: Smith. Speak with her, loot, and enter the Plot and
Beauty and the Bandit. Loot, leave, and enter Maren Uvaren: Enchanter.
Speak with her, loot (noting the copy of 36 Lessons of Vivec, Sermon
19), and head to the Tower Entry. Speak with Brarayni Sarys and Irna
Maryon, loot, and levitate up. Speak with Anora and enter the Tower
Living Quarters. Turn right to speak with Barusi Venim and Senise
Thindo, loot, and head down the hall. Speak with Felara Andrethi,
admire her disposition to 90+, buy her spells, loot, and levitate up a
level. Speak with Rinina, loot, and head outside. Enter the Upper
Tower. Speak with Endase Avel, go down the hall to speak with Brolmir,
head upstairs, loot (noting the copies of 2920, Frostfall, v10 and The
Final Lesson), and speak with Gothren. We're done here, so head back
west to the Ashlander camp, and west once again to a new island. This
Yansirramus
o======================================================================o
***NPCs***
Thurek
Idlami
Ghamborz gro-Bagdub
Bralis Seralas
Nelyn Sadri
***QUESTS***
2) Outside, speak with Thurek and Idlami, then enter the shrine. Fight
Ghamborz gro-Bagdub and Bralis Seralas, loot, and inspect the statue
for Molag Bal's Daedric quest. Head down the hall to fight Nelyn Sadri,
loot, and leave. Return to Tel Aruhn, and sail to Vos. Return to Tel
Vos and search for a Secret Door in the Central Tower. (Yes, I missed
this on the first go-round.) Loot it (it's just outside the Imperial
Door which leads to some nice loot. Now strike out west, toward
Kora-Dur
o======================================================================o
***NPCs***
Menta Na
***NOTABLE LOOT***
3) All roads lead to the same place, so just head through until you
find and kill Menta Na. Return to Yansirramus and report back to Molag
Bal for the artifact Mace of Molag Bal. Head west back to the main
island. Follow the coast north to find the cave of Nammu. Head inside.
Nammu
o======================================================================o
***NPCs***
Sulesa
Mornsu Omalor
Galar Baren
Galmis Dren
Jon Hawker
Moria Uulentanis
Seliulus Lanius
***NOTABLE LOOT***
Zenithar's Warning
Zenithar's Wiles
***FACTIONS***
Imperial Cult-Primate
***QUESTS***
4) Fight Sulesa and Mornsu Omalor, loot, and continue straight. Fight
Galar Baren and proceed, climbing up to fight Galmis Dren, who holds
the Ring of the Wind. Loot the area, noting the copies of The Final
Lesson and The Warrior's Charge, make sure to grab a Scroll of Divine
Intervention, and speak to Jon Hawker. Give him the Scroll to receive
fight Moria Uulentanis and Seliulus Lanius, loot, and leave. Report
back to Ebonheart for a new Oracle Quest. She'll also promote you to
Primate, the highest available rank. Go speak with Llaalam Dredil about
south of Gnisis.
Berandas
o======================================================================o
***NPCs***
Ama Nin
***NOTABLE LOOT***
Mara's Skirt
Mara's Blouse
5) Explore the Propylon Chamber first, then enter the Keep, Top Level.
This level is pretty empty, with just a key and two Daedric Arrows on
a skeleton. Explore at will and enter the Keep, Bottom Level. Just
Daedra to kill here, so explore and enter the Underground. Head left
first and search the dead hero to find the Boots of the Apostle, which
I suggest wearing. From here, levitate up to find some loot and Ama Nin.
Speak with her and give her a Divine Intervention scroll for the unique
back to Lalatia Varian. She'll give us another quest. Make for Dagon
Rotheran
o======================================================================o
***NPCs***
Dolvasie Veloren
Tirasie Andalen
Rols Ienith
Fevus Aryon
Ereven Velas
Irvsie Othran
Maralie Ares
Llaren Terano
Daynil Farandas
J'Raksa
Wih-Eius
Chiwish
Nakuma
Nam-La
Tanan
M'Shan
Ma'Khar
Kisisa
Idhassi
Adusamsi Assurnarairan
Elibael Puntumisun
Shipal Zansatanit
***NOTABLE LOOT***
Adusamsi's Ring
Adusamsi's Robe
***QUESTS***
the Propylon Chamber and fight Rols Ienith for the Rotheran Propylon
Index. Loot and enter the Arena. Fight Fevus Aryon and Ereven Velas,
head left to fight Irvsie Othran (get the Rotheran Slave Key off of
her) and Maralie Ares, continue to fight Llaren Terano (who carries
Adusamsi's Ring, Adusamsi's Robe, and the Ice Blade of the Monarch) and
Daynil Farandas, then jump down into the arena to kill Daedra and speak
with and free J'Raksa and Wih-Eius. Check the other doors to speak with
Lalatia. Get another quest, which we won't do for a while, and it's
back to exploring. Make your way back to Nammu, west of Tel Aruhn. From
here, continue north along the coast to find two renegade Ashlanders.
Fight Elibael Puntumisun and Shipal Zansatanit, then head west and
o======================================================================o
***NPCs***
Zainat Ahalkalun
Shara Atinsabia
Yapal Esatliballit
Adaishah Ahanidiran
Shin Assemmus
Shullay Malman-Ammu
Musan Zaintashara
leave, and head due west until you find an actual path. Follow it
the left will lead to Dissapla Mine. This is the site of a Fighters
Guild quest, so continue on. East of the path are two more rogue
the path to the stronghold of Falensarano. Just south are two more
Falensarano
o======================================================================o
***NPCs***
Alfhedil Elf-Hewer
Ardhil
Camandil
Viraninde
Ylbert Meric
***NOTABLE LOOT***
Incident in Necrom
and find Alfhedil Elf-Hewer in a side room. Speak with him, loot, and
continue on. Head the other way now and clear out the Daedra
downstairs. You'll find Ardhil, so speak with her and proceed. Enter
the Lower Level through the locked door. To the right, fight Camandil,
then head back and go down the stairs. Continue along to fight
Viraninde, loot the room (noting the copy of Incident in Necrom), then
backtrack and take the other entrance to the Lower Level. Fight Ylbert
Meric, then backtrack past Alfhedil and take the exit to the roof.
We're done, so get back on the road and continue west. You'll soon spot
Massama Cave
o======================================================================o
***NPCs***
Koffutto Gilgar
***NOTABLE LOOT***
Staff of Hasedoki
9) Not much here. Proceed to the first intersection. At the end of the
left path, in the water, is some loot. The other two paths loop past a
bit more loot. Other than that, it's just glass deposits, so leave when
done exploring. Proceed south to leave the Grazelands and cross into
Molag Amur. Soon, you'll see the Gimothran Ancestral Tomb. Enter.
Koffutto Gilgar, and retrieve the artifact Staff of Hasedoki. Leave and
continue. When you reach an intersection, turn left. Turn left at the
next sign and proceed to reach the Andules Ancestral Tomb. Enter.
o======================================================================o
***NPCs***
Marsus Tullius
Lanald
Fentula Pevengius
Drorayni Tharam
Felara Thimalvel
Golmerea Othravel
Breynis Faryon
Odaishah Yasalmibaal
***NOTABLE LOOT***
***QUESTS***
Miscellaneous-Marsus Tullius' Missing Hides
***FACTIONS***
10) Explore this little tomb, noting the copy of 36 Lessons of Vivec,
Sermon 10, and leave. From here, follow the road south, then east to
find Marsus Tullius. Speak with him, accept his quest, and continue
east. Stay north of the water to find the cave of Ahinipalit. Head
inside.
Felara Thimalvel, and loot. Levitate at the dead end to fight Golmerea
Othravel, and proceed to fight Breynis Faryon. Loot, noting the copy of
Azura and the Box, and leave. Follow the coast northeast (south of the
Morag Tong writ. End him and make your way alllllll the way back to Eno
Hlaalu in Vivec. He'll promote you to Blind Thrall, and give you two
and take care of Ethal Seloth and Idroso Vendu, then report back to Eno
Ancestral Tomb. Head east, and this time take the southwest path at the
first fork. Stick to the path and turn right at the first fork to find
the Zalkin-Sul Egg Mine. Enter.
o======================================================================o
***NPCs***
Penglithil
Bidsi Gilvayn
Dunius Valodius
Evilu Indrano
Bunish
Ashidasha
Bhusari
Olink-Nur
***NOTABLE LOOT***
11) This mine is small and lootless, so explore and leave. Return to
the last intersection and head south, turning left when able to find
skip it for now and continue south. Turn right at the next intersection
Explore this tomb, and as you do, collect three portions of Vampire
Dust and hold onto them for a later quest. Other than that, there's
ruin to the south. This is Galom Daeus, headquarters of Clan Berne and
site of two later quests, so skip it for now and instead follow the
road signs to the east. Continue until you spot a bridge. Without
crossing, turn left and head over the ridge to a cave called Shushan.
Head inside.
and go upstairs to fight Evilu Indrano, who holds the slave key and
copies of Ice and Chiton and Master Zoaraym's Tale. Loot, and on the
way out, speak to and free Bunish, Ashidasha, Bhusari, and Olink-Nur.
Leave. Head northeast to get a map marker for Uvirith's Grave, future
site of our very own wizard tower. From here, head due east until you
hit a path, then head a bit north to the cave of Zenarbael. Head
inside.
Zenarbael
o======================================================================o
***NPCs***
Brelora Relavel
Dravynea Fatheran
Aras Girendas
Alms Helothren
12) Proceed to fight Brelora Relavel and Dravynea Fatheran, then head
left. Levitate above the mudcrab pool for some ebony if you like, then
return to the main cave and proceed. Go west to fight Aras Girendas and
loot, then go east through the door to fight Alms Helothren. Loot and
leave. Head south from here to find a long string of pages from Brief
History of the Empire. Hmmm....odd. Follow them east (we'll figure out
what they're for later), then head north to the cave of Zaintirari.
Enter.
Zaintirari
o======================================================================o
***NPCs***
Dils Heladren
Mals Faralen
Nelvon Radas
Direr Velendas
Sarayn Sadus
***FACTIONS***
Morag Tong-Thrall
Morag Tong-Thinker
***QUESTS***
***SPELLS***
Tevral's Hawkshaw
Charm Mortal
Frenzy Creature
Llivam's Reversal
Demoralize Humanoid
***NOTABLE LOOT***
Hellfire Staff
13) Proceed to fight Dils Heladren, Mals Faralen, Nelvon Radas, and
Direr Velendas. Loot and head through the door to fight Sarayn Sadus.
Loot and report back to Eno Hlaalu in Vivec. He'll promote you to
Thrall, issue two new writs, and issue a "special duty" quest as well
will now sell spells, so buy them before leaving. Head to the Flowers
of Gold and deal with Guril Retheran, making sure you take his Glove of
Sanguine Horny Fist for a later quest. Now head to the Hlaalu Treasury
and deal with Galasa Uvayn. Now head to the Foreign Quarter and speak
with Miun-Gei, the enchanter. He'll direct you to Tsrazami in the
plaza, so go speak with her as well (you will need to raise her
disposition). Now report back to Eno Hlaalu. Turn in all three quests,
and he will promote you to White Thrall. He'll assign two new writs and
a new special quest. Finally, turn in the Glove of Sanguine Horny Fist
to get yet another quest, and enable promotion to Thinker. Go deal with
Mavon Drenim in Telvanni Plaza, take his unique Hellfire Staff, then
recall to Balmora. Offload and go see Ethasi Rilvayn, who will now sell
you some spells. Buy them all, then head over to Pelagiad. Deal with
Hrordis and take the Belt of Sanguine Fleetness. Before heading back to
Eno, let's deal with Tirer Belvayn. We've already spotted Shara before,
Sanguine Glib Speech. Do so, then head to Dagon Fel and make your way
Shara
o======================================================================o
***NPCs***
Tirer Belvayn
Llavelea Nelvani
Drireri Berano
Inganar
Uradras Sadalas
***NOTABLE LOOT***
kill Tirer Belvayn. Loot and leave. Now we want to head back inside the
It's just west of Dagoth Ur, if you've forgotten. Speak with Llavelea
so make your way to the Urshilaku Camp and from there to Valenvaryon.
Ebernanit
o======================================================================o
***NPCs***
Badala Velothren
Iner Raledran
Talis Veran
Ienaso Adren
Earmil
Sanyon
Hyarnarenquar
Tonasi Belas
Thovasi Alen
***NOTABLE LOOT***
A Hypothetical Treachery
15) Outside, speak with Badala Velothren and Iner Raledran, then enter
the shrine. Fight Talis Veran (who has the Ring of Sanguine Golden
Wisdom) and Ienaso Adren. Loot (not much here) then leave and head back
In the main shrine, fight Sanyon and Earmil for the Ring of Sanguine
north to find another cell in the shrine. Loot (noting the copy of A
Fight Tonasi Belas (who has a copy of 36 Lessons of Vivec, Sermon 12)
and Thovasi Alen (who has the Shoes of Sanguine Stalking). Loot and
make your way to Tel Aruhn. From there, head to Indoranyon, a Dunmer
Indoranyon
o======================================================================o
***NPCs***
Erundil
Qorwynn
Arven Nalyn
Nurisea Selarys
Mathyn Bemis
Broris Fals
***FACTIONS***
Morag Tong-Brother
Morag Tong-Knower
Morag Tong-Master
***QUESTS***
16) Enter the Propylon Chamber first, then Indoranyon proper. You'll
have to jump or levitate to leave the first cave. When you reach the
south. Speak with Erundil, then kill him for the Ring of Sanguine
Unseen Wisdom. You can then fight Qorwynn (he is the master trainer for
Enchant, but is hostile) and leave. Recall and head back to Vivec.
One last thing before going to Eno. Head to St. Delyn Canal South-Three
and kill Dro'Zaymar for the Shoes of Sanguine Leaping. Now, report back
to Eno. Turn in both writs and the eight Sanguine items we just
collected. He'll promote you three ranks to Master. He'll issue two new
writs and a new special duty, all of which we can presently do. Head to
Explore this little area to fight Arven Nalyn, Nurisea Selarys, Mathyn
Bemis, and Broris Fals. Loot and sail to Hla Oad, then go north to
Hlormaren.
Hlormaren
o======================================================================o
***NPCs***
Ushat gra-Gulfim
Meven Uvaren
Arnskar
Avon Ravel
Lorod
Thelama Indalas
Orakh gro-Badbu
Ondar Sarendas
Bilos Andrethi
Bauril
Nag gro-Shumba
Dothruviel
Durzum gro-Shagrak
Sharog gra-Ulfish
Smart-Snake
Dreaded-Water
Meer
Reemukeeus
S'Renji
Shivani
Nisaba
Milbereth
Melsu Indalas
Thelvamu Sarano
Rarusu Berethi
Girynu Gilnith
Felsu Telas
Fillin
Miluru Andus
Nevon Verilnith
Brilnosu Llarys
S'Vandra
Dahnara
***NOTABLE LOOT***
The Locked Room
Stormforge
Mystery of Talara, v3
***FACTIONS***
***QUESTS***
17) Check out the Propylon Chamber first, then enter the Keep, Bottom
Level. Fight Ushat gra-Gulfim and Meven Uvaren right away, then go
then Lorod and Thelama Indalas in the first side room. Loot (grab the
Ondar Sarendas and Bilos Andrethi in the second side room. Loot and
third side room. Loot and the circle is complete. Head to the
and Sharog gra-Ulfish. Loot and unlock doors to free the slaves
Nisaba. Enter the Sewers now. Nothing much in here, so just explore
your way to the exit, then backtrack to the Bottom Level and head to
the Top Level of the Keep. Fight Milbereth, then explore
in the first side room. Loot and proceed to fight Rarusu Berethi. In
the next side room, fight Girynu Gilnith and Felsu Telas. Loot and
continue to the next side room to fight Fillin. Loot and proceed to the
next room to fight Miluru Andus, loot (noting the copy of The Locked
Room), and head outside to the roof. Speak with Nevon Verilnith and
Stormforge, then enter the Dome. Free the slaves S'Vandra and Dahnara
and loot, making sure to get the Andasreth Propylon Index off the
shelf and noting the copy of Mystery of Talara, v3. Recall to Balmora
and head to Ald'Ruhn to speak with Movis Darys. He'll give you the Belt
of Sanguine Denial. Head back to Eno Hlaalu to turn in all three quests
and the belt. He'll promote you to Exalted Master, and although you can
now challenge him for the title of Grandmaster, we should wait until
all of his quests are finished. He will issue the final writ, and a new
Ashalmimilkala
o======================================================================o
***NPCs***
Norionil
Meryaran
Carecalmo
***NOTABLE LOOT***
***QUESTS***
Imperial Cult-Skull-Crusher
18) Outside, speak with Norionil, then enter the shrine. Fight
Meryaran, then go left to speak with (and kill) Carecalmo. Make sure to
take the Belt of Sanguine Martial Craft from his body, then loot,
noting the copy of Song of the Alchemists. Proceed to the end of this
passage, then levitate to find Urjorad's corpse and grab the Scroll of
(remember to turn in the Belt), and he'll give you a new quest. Report
in to Lalatia Varian for a new Oracle quest as well. Speak with Llaalam
make our way to Yasammidan. Travel to Khuul and head to Ald Velothi,
Yasammidan
o======================================================================o
***NPCs***
Anel Rethelas
Mindeli Saren
Relas Arothan
Sovisa Adas
Durus Marius
***NOTABLE LOOT***
A Game at Dinner
***QUESTS***
19) Enter the shrine and proceed to fight Anel Rethelas and loot the
Mindeli Saren, who carries the Belt of Sanguine Stolid Armor. Take it,
loot the shrine (noting the copy of A Game at Dinner), then interact
with the statue to start a quest. Report back to Eno, turn in both
items, and receive a new quest. Head over to Assernerairan beneath St.
Olms.
Fight Relas Arothan (get the Belt of Sanguine Deep Biting and the Belt
of Sanguine Balanced Armor from him), Sovisa Adas, and Durus Marius
(who carries the Belt of Sanguine Hewing and the Belt of Sanguine
Sureflight). Loot the shrine and report back to Eno, making sure to
turn in all four items we just got. He'll give his final quest, which
we won't be doing for some time. Make your way back to Zaintirari so we
can resume exploring. Go directly north over the ridge to reach the
o======================================================================o
***NPCs***
Subenend Urshummarnamus
Mi-Ilu Massitisun
***NOTABLE LOOT***
20) This straightforward mine has no loot, so explore to the back and
leave. Follow the path north to the coast, then follow the coast east,
watching for a path to the south. When you spot it, take it to the
Lessons of Vivec, Sermon 2, so loot and leave. Continue along the coast
Massitisun outside, then enter the yurt to fight Mal Mibishanit. Loot,
then cross the water to the Telvanni tower of Tel Fyr, our next
settlement.
o======================================================================o
| |
| |
o======================================================================o
1) Tel Fyr
2) Ramimilk
Tel Fyr
o======================================================================o
***NPCs***
Beyte Fyr
Delyna Mandas
Delte Fyr
Alfe Fyr
Divayth Fyr
Vistha-Kai
Uupse Fyr
Yagrum Bagarn
***NOTABLE LOOT***
Scourge
Volendrung
The Dowry
The Seed
Daedric Crescent
***QUESTS***
1) Enter the Onyx Hall and go straight to speak with Beyte Fyr. Go left
from the entrance, down a ramp, and open the locked door to find Delyna
Mandas. Agree to escort her and take her outside. We'll take the locket
back later; head back to where we found her. Loot around-we can ignore
the keys, but they are interesting indeed for low-Security characters.
Also down there is Delte Fyr, so speak with her and then head upstairs.
Enter the Hall of Fyr, and Tanusea Veloth, who relocated here from
Vivec, is straight ahead of you. Note her copy of The Lunar Lorkhan,
Savior's Hide. Just outside this room, speak with Alfe Fyr. North is
Divayth Fyr's study. Loot it for the artifact weapon Scourge, the
Indoranyon Propylon Index, and the Daedric Sanctuary Amulet. Speak with
Divayth Fyr, then head down to the Corprusarium. Speak with Vistha-Kai,
then enter the cavern proper. To the left are two chests and a door to
the Bowels; straight ahead is another door to the Bowels; and to the
right are two more chests and a Guarskin Drum you should grab. Now head
into the Bowels via the middle entrance. Straight ahead is a chest;
right is a loop that eventually requires a jump and will lead you to
two people. Loot this area for the artifact weapon Volendrung, copies
of Azura and the Box, Song of the Alchemists, The Dowry, The Importance
of Where, The Ransom of Zarek, and The Seed. Speak with Uupse Fyr,
leave the guarskin drum next to her for later, and speak with Yagrum
Volar. Kill the unique Dremora to be teleported out and receive the
you to the final one, and you should head to Ald'Ruhn and then to Milk.
disposition boost. While here, head out past the Buckmoth Legion Fort
Ramimilk
o======================================================================o
***NPCs***
Shamar gro-Ogar
Vavran Reni
Fevris Senoril
Horstar Home-Wrecker
Haesmar
Zenabi Samma
Salmat Elarrapal
***NOTABLE LOOT***
Mystery of Talara, v3
2) Speak with Shamar gro-Ogar outside, then enter the shrine. Fight
Vavran Reni and Fevris Senoril, loot, and proceed through the door.
Fight Horstar Home-Wrecker and Haesmar, loot (noting the copies of The
Sermon 4), and make your way to Ebonheart. Speak with Llerar Mandas in
the Grand Council Chambers to clear the Delyna Mandas quest from your
journal, then sail to Tel Aruhn. Head one island east to find some
rogue Ashlanders. Fight Zenabi Samma and Salmat Elarrapal, loot the
camp, and head north one island. On the southeast corner of this island
o======================================================================o
***NPCs***
Talkin Ashar-Dad
Raishi Erarbadon
Sal Pudashara
***NOTABLE LOOT***
Vivec, Sermon 16, and leave. Head east three islands to find the Hlervi
Nothing much in this tiny tomb, so loot and leave. Backtrack to where
we fought the Ashlanders, head south one island, and check out the
Unknown Shipwreck.
Not much here either, so explore and leave. Head south two islands to
find the cave of Abanabi, which we should leave alone for a later
quest. Head south until you hit Vvardenfell again, and look around for
Small and lootless, so explore and leave. Now head east to find more
Pudashara. Loot the camp and go due east one island (keep the Daedric
ruin to the north) until you reach the Verelnim Ancestral Tomb. Enter.
o======================================================================o
***NPCs***
Moghakh gro-Bar
Borul gro-Orbuma
Shura gro-Urgak
Bogakh gro-Mar
Kaushtarari.
Speak with Moghakh gro-Bar and Borul gro-Orbuma outside, then enter the
shrine. Swim through to the shrine to fight Shura gro-Urgak and Bogakh
gro-Mar, then loot the shrine and leave. Head north to Sadrith Mora's
island. You'll pass the city itself, but ignore it for now (although
I'll consider this sufficient exploration for fast travel purposes) and
leave. Now head to the northeast corner of the island to locate the
Strange Shipwreck.
Nothing much here, so loot and leave. Now go southeast two islands,
then south one more island, to find the Omaren Ancestral Tomb. Enter.
o======================================================================o
***NPCs***
***NOTABLE LOOT***
Skull Crusher
Foe-Quern
5) Not much of note in here, save the passage into the sealed Daedric
ruin of Anudnabia. Make your way there and enter the Forge of
Hilbongard. Swim through the passage and enter the locked door to reach
the actual forge. Loot (noting the copies of The Armorer's Challenge
and 36 Lessons of Vivec, Sermon 25), then pick open the floating chest
for the artifact Skull Crusher. Levitate on the north wall to find a
that, recall to Balmora and make your way back to Lalatia Varian.
She'll give you the unique Foe-Quern, and that is her final quest. Now,
Mora. Finally.
o======================================================================o
| |
| |
o======================================================================o
1) Wolverine Hall
2) Sadrith Mora
3) Questing
4) Sud
5) Arkngthunch-Sturdumz
7) Nchuleft
8) Shal
9) Yakin
10) Mzanchend
11) Bthungthumz
Wolverine Hall
o======================================================================o
***NPCs***
Arielle Phiencel
Iniel
Tusamircil
Dabienne Mornardl
Uleni Heleran
Procyon Nigilius
Skink-in-Tree's-Shade
Scelian Plebo
Aunius Autrus
Hasell
Sondryn Irathi
Hrundi
Dumbuk gro-Bolak
Vori
Fandus Puruseius
Rissinia
Both gro-Durug
Muriel Sette
Celegorn
Erer Darothril
Big Helende
***QUESTS***
Miscellaneous-Gateway Ghost
***SPELLS***
Vivec's Touch
Shock Barrier
Frenzying Touch
Frenzy Beast
Resist Fire
Resist Frost
Absorb Speed
Absorb Luck
Absorb Endurance
God's Fire
God's Frost
Summon Daedroth
Magicka Leech
Emasculate
1) We'll start in the Mages Guild. Speak with Arielle Phiencel, who
will start a quest when asked about rumors. Speak with Iniel,
Edwinna's potion. Exit and head down one level (nothing much upstairs)
to the Imperial Shrine. Inside, speak with Scelian Plebo (buy his
spells) and Aunius Autrus (buy his spells too). Exit back to the
stairwell and descend one more level to the Fighters Guild. Speak with
Hasell, Sondryn Irathi, and then to Hrundi, who will join your cause
immediately without need of messing with his woman. He'll also give his
Shrine and take the other door there, then cross the bridge over to
Dirty Muriel's Cornerclub. Before entering, find and speak with Dumbuk
gro-Bolak and Vori, then enter the cornerclub. Speak with Fandus
Puruseius, Rissinia, and Both gro-Durug on the first floor, then head
upstairs to speak with Muriel Sette, Celegorn, Erer Darothril (buy his
spells), and Big Helende, who will give a new Thieves Guild job. With
that, let's do this "properly." Swim around to the Sadrith Mora docks
Sadrith Mora
o======================================================================o
***NPCs***
Gals Arethi
Angaredhel
S'Rava
Reesa
Sinyaramen
Ahdahni
Ery
Clibergus Ergelian
Nalion
Inee
Gluronk gra-Shula
J'Jazha
Wanan-Dum
Ardarume
Anruin
Arangaer
Elegal
Milos
Qa'Dar
Ereel-Lei
Manicky
Ancola
Nirasa Aren
Madran Ulvel
Threvul Serethi
Urtisa Romayn
Hleras Gidran
Llaalam Madalas
Volmyni Dral
Mossanon
Pierlette Rostorard
Trendrus Drals
Rerynea Salas
Drodos Galen
Vanel Serven
Faldan
Berengeval
Endar Drenim
Ivramie Sarandas
Engaer
Vares Reram
Neloth
Balen Vendu
Meluria Seleth
Vaden Belas
Urtiso Faryon
Dunsalipal Dun-Ahhe
Alven Salas
Namanian Facian
Vaveli Dralas
Rolis Garvon
Nevrila Areloth
Meder Nulen
Llevas Fels
Minasi Bavani
Milara Vedran
Anis Seloth
Falena Hlaren
Tolvone Sarendas
Fara
Tedril Vandram
Ridena Othren
Brallion
Dalyne Arvel
Nelso Salenim
Galar Rothan
Miraso Seran
Tendris Vedran
Hloris Farano
Galero Andaram
Niras Farys
Llunela Hleran
Felisa Ulessen
Raven Omayn
Mallam Ryon
Arara Uvulas
Galos Mathendis
***NOTABLE LOOT***
Mystery of Talara, v1
Withershins
Charwich-Koniinge, v4
***SPELLS***
Stormhand
Resist Shock
***FACTIONS***
***QUESTS***
House Telvanni-Muck
before proceeding to town. Enter the Gateway Inn at the top of the
steps. Note the copy of The Alchemist's Formulary on the desk and speak
Papers from him. Head upstairs to speak with S'Rava, Reesa, and
Ahdahni, Ery, Clibergus Ergelian, and Nalion. Now go to the South Wing
to speak with Inee, then feel free to kill the Gateway Haunt once (it
respawns each time you leave) before heading over to the North Wing.
Speak with Gluronk gra-Shula, then kill her for the Belt of Sanguine
enter the West Wing. Speak with Wanan-Dum, then go upstairs to speak
Sadrith Mora itself. Outside, find and speak with Anruin, Arangaer, and
Elegal at the market. In the slave cages, speak with Milos, Qa'Dar, and
Manicky, then continue to close the loop and speak with Ancola. Let's
do buildings now. Start with Nirasa Aren's house, where we can speak
with her, loot, and leave. Next is Madran Ulvel's house, where we can
speak with him, loot (noting the copy of Mystery of Talara, v1), and
leave. Now enter Thervul Serethi: Healer, speak with him, loot, and
leave. Head to Urtisa Romayn's house, speak with her, loot, and head to
Hleras Gidren's house. Speak with him, loot, and head to Llaalam
Madalas: Mage. Speak with him, loot (noting the copy of Withershins),
and head to Volmyni Dral's house. Speak with her, loot, speak with
Mossanon for the money for our pending almoner mission, leave, and
Trendrus Dral's house. Speak with him, loot, and enter the Great Hall
at Tel Naga. Speak with Rerynea Salas and Drodos Galen, loot (noting
the copy of The Horror of Castle Xyr), then head upstairs to enter the
Tel Naga General Quarters. Speak with Vanel Serven, loot the area
upstairs. Speak with Faldan, then return to the first room and levitate
(or jump) to the next level. Speak with Berengeval and enter the Tel
Naga Upper Tower. In the bedroom, speak with Endar Drenim, loot (noting
the copy of The Final Lesson), then levitate to the top level. Loot the
locked storeroom, speak with Ivramie Sarandas, check two more locked
rooms to loot and speak with Engaer, then head to the top to speak with
Vares Reram and Neloth. Descend one level to enter the Tel Naga Upper
Hall. Loot and leave, then enter Balen Vendu: Monk. Speak with her,
loot, and enter Meluria Seleth's house. Speak with her, loot, then
enter Vaden Belas' house. Speak with him, loot (noting the copy of The
Four Suitors of Benitah), and enter Urtiso Faryon: Sorcerer. Speak with
her, loot, and enter the Morag Tong Guild. Speak with Dunsalipal
Dun-Ahhe, head upstairs and loot, then proceed to speak with Alven
Salas, Namanian Facian, and Vaveli Dralas. Loot, then leave and enter
Rolis Garvon's house. Speak with him, loot, and enter Nevrila Areloth's
Nulen, Llevas Fels, and Minasi Bavani. Loot, leave, and enter Milara
Vedran's house. Speak with her, loot, and enter Anis Seloth: Alchemist.
Speak with her, loot (get the Dispel Potion Formula for Big Helende),
and leave. Enter Fara's Hole in the Wall, speak with Falena Hlaren,
Tolvone Sarendas, and Fara, loot, go downstairs, and speak with Tedril
Vandram, Ridena Othren, and Brallion. Rather than buying his ring, just
pickpocket it. Now, leave and enter the Telvanni Council House. Speak
with Dalyne Arvel, then head downstairs. Speak with Nelso Salenim (buy
her spell) and Galar Rothan, loot (noting the copy of 2920, Frostfall,
v10), and go further down to speak with Miraso Seran and Tendris
Vedran, loot, and enter the Telvanni Council House Chambers. Proceed
down to speak with Hloris Farano and Galero Andaram (buy her spell),
loot, and go deeper to speak with Niras Farys. Loot and enter the
Hermitage. Speak with Llunela Hleran, who will allow you to join House
Telvanni. Now, head all the way back upstairs and enter the main
Council House. Speak with the Mouths, all of whom will assign
quests-Felisa Ulessen, Raven Omayn, Mallam Ryon, Arara Uvulas (who will
also progress the Gateway Haunting quest), and Galos Mathendis. Phew!
Questing
o======================================================================o
***NPCs***
Listien Bierles
***FACTIONS***
Thieves Guild-Mastermind
***QUESTS***
***NOTABLE LOOT***
Zenithar Whispers
***SPELLS***
Shockball
Evil Eye
3) A lot to do now before we go back to exploring. First, here in town,
go see Anis Seloth to buy five muck and five sload soap, and turn them
in to Raven Omayn and Arara Uvulas for two new quests and a promotion
two ranks to Oathman. Head to the Mages Guild and deliver the potion
recipe to Tusamircil. Ask him about the Staff of the Silver Dawn as
expert to be directed to Uleni Heleran, and also ask about the staff
to be allowed to buy it. I just pickpocket it, but that's your choice.
Speak with Uleni now, who can be asked about the Black Jinx to be
directed to the Morag Tong. Ask about the Gateway Haunting to get some
Ghost-Free Papers. On your way out, drop by Dirty Muriel's for a new
quest from Big Helende, then go to the Gateway Inn and see Angaredhel
to finish that quest (take whichever ring, they're all pretty meh). Go
see the Morag Tong now and ask Alven Salas about the Black Jinx to
simply receive it. Go turn it in to Raven Omayn (and give the Silver
chores already. Before leaving town, go see Neloth again for a quest
Truptor to complete the final Imperial Cult almoner mission and receive
Zenithar Whispers. Now go to Vivec. Wear the Bal Molagmer gloves and
give Brallion's Ring to Ilmeni Dren in St. Delyn. Go see Eno Hlaalu and
Sorcerer in Telvanni Waistworks, Salver Lleran, and buy his spells. Now
report to Gentleman Jim in the Foreign Quarter for a new regular quest
and a new Bal Molagmer quest. He'll also promote you to Mastermind. Go
to Caldera and steal the four books from Odral Helvi's bedroom, then go
to Ald'Ruhn. Deliver the books and, while there, deliver Skink's potion
to Edwinna Elbert and get another quest. Head back to Vivec, visit Jim
for the final Bal Molagmer quest, and nick the book from Sirilonwe. Go
nick the Dwemer Goblet and give it to Danso Indules, then report back
turn the book in to Edwinna for another quest. We'll do this now, so
head to Maar Gan and go to Huleen's Hut. Kill the scamp and check the
hut to speak with Listien Bierles, then return to Edwinna for another
quest. Quickly return the book, and report back to Edwinna for another
quest, a much meatier one. If you ask about advancement, you'll get
another quest as well. Let's go to Sud for the staff first. Make your
way to Dagon Fel, then head west to the caverns of Sud. Enter.
Sud
o======================================================================o
***NPCs***
Anirne
Gorenea Andrano
***QUESTS***
west side. Go south through a door, then another, to fight Anirne and
take her Wizard's Staff. Loot (noting the copy of Feyfolken, v3) and go
back to the first levitation room. Take the tunnel north and follow the
and he'll give a Telvanni quest of his own to boot. Now head to Ald
Arkngthunch-Sturdumz
o======================================================================o
***NPCs***
Natalinus Flavonius
Tenyeminwe
***NOTABLE LOOT***
Ondusi's Key
Amulet of Admonition
Surefeet
***QUESTS***
steal a copy of Nchunak's Fire and Faith, then head to Vivec. Get
Antecedents of Dwemer Law from Jobasha's shop, then head to the Hall of
Wisdom for Chronicles of Nchuleft. Head back to Gnisis and give the
books to Baladas for the unique items Surefeet, Ondusi's Key, and the
before, ending her quest chain for now. Now, let's go to Tel Mora. Go
the tower for another Telvanni quest. Now go to Tel Vos and see Aryon
to get another quest. Before doing that, go to Tel Aruhn and find
Senise Thindo in the Tower Living Quarters. You'll have to taunt her
into attacking you and kill her for the Drake's Pride robe. Now go to
Tel Fyr and deliver the coded message to Divayth Fyr. He'll give you a
response. Let's head back to Sadrith Mora now. Head back to Neloth to
turn in the robe, and while in Tel Naga visit Berengeval and taunt him
and kill him to get the Amulet of Flesh Made Whole for Dratha. Go to
and report to Mallam Ryon on Baladas' answers for a new quest from
each. Stop by Threvul Serethi, the healer, to buy three Cure Blight
Muriel's for another quest, then head to the Mages Guild. Talk to
Arielle Phiencel about hiring a wizard, then talk to Skink for a new
quest. Head to Anis Seloth's to grab four pieces of ebony (in a small
chest on the store shelves), and bring them back to Arielle to hire the
report to Big Helende for a new quest. Now speak with Tenyeminwe and
escort her to the docks. She'll reward you, and you can return to Skink
for a new quest. Take the guild guide to Vivec, head to Jobasha's, grab
to Skink for a new quest. Now head to Llethri Manor in Ald'Ruhn and
steal Redoran Cooking Secrets from the Llethri Private Quarters. Report
back to Big Helende for her final quest. Now head to Tel Mora and give
the Amulet of Flesh Made Whola to Mistress Dratha. Go to Tel Vos and
visit the apothecary to deliver the Cure Blight potions to Andil in the
Services Tower. Now head to the Ahemmusa Camp and speak with Sinnammu
Mirpal about Skink's request. Head west to the Favel Ancestral Tomb,
o======================================================================o
***NPCs***
Minabibi Assardarainat
***NOTABLE LOOT***
6) Speak with Minabibi Assardarainat to send her off to see Skink, then
explore the rest of the tomb (noting the copy of 36 Lessons of Vivec,
Sermon 35), kill the ghost, speak with Minabibi again, then head back
to Ahemmusa Camp and speak with Sinnammu again. Be honest, and she'll
agree to the meeting. Now head to Nchuleft, which should be on your map
to the southwest.
Nchuleft
o======================================================================o
***QUESTS***
7) Get the Dwemer Scarab Schematics from the south room, loot the rest
of this small dungeon, leave, and head back to Sadrith Mora. Report to
the Telvanni Council House to turn in quests to Mallam Ryon and Galos
Mathendis, the latter of whom has another quest to give. Buy a Daedra
Skin from Anis Seloth and go see Skink for a new quest. Take the Daedra
Skin to Aryon in Tel Vos, then report back to Galos Mathendis to learn
that he, too, is out of chores. Now head to Hla Oad and follow Skink's
o======================================================================o
***NPCs***
Telura Ulver
***NOTABLE LOOT***
***FACTIONS***
***QUESTS***
Sadrith Mora. Skink will promote you to Master Wizard and give another
Yakin
o======================================================================o
***NPCs***
Dagoth Velos
Enar Releth
Gashnakh gra-Mughol
***QUESTS***
Mages Guild-Arch-Mage
House Telvanni-Stronghold
***NOTABLE LOOT***
Skink's Amulet
***FACTIONS***
capture the soul of the first Ash Ghoul you see-several are guaranteed
to spawn here. You'll soon enter the Shrine. Turn right and proceed to
kill Dagoth Velos, then continue to loop through some tunnels and
return to the entrance. Leave and report back to Skink for his final
library in the Hall of Justice to steal the book and report back to
Skink to receive Skink's Amulet. Finally, he'll give you a letter for
council, and we should head back to Aryon. He'll promote you two ranks
to Spellwright, and ask you to build a stronghold if you want to
advance again. He'll also assign a new task. Keep the Silver Staff of
Mora and enter the Council House. Speak with Enar Releth, Baladas' new
Mouth, then head to the hermitage to speak with Llunela about our
stronghold. Just summon and soul trap two Storm Atronachs right now,
then make your way to Ebonheart to visit Vedam Dren. He'll give you the
contract, and you should report back to Llunela. Head out to the
Uvirith's Grave and speak with Gashnakh gra-Mughol, recast your Mark
Intervention) to see Llunela again. Wait 5 more days, then speak with
Llunela again. Recall to Tel Uvirith, explore your new digs, then head
Mzanchend
o======================================================================o
***NPCs***
Gorven Menas
Farena Arelas
***NOTABLE LOOT***
Dwemer Schematic
***QUESTS***
House Telvanni-Dahrk Mezalf
10) Explore clockwise to hit everything, making sure you nick the
Menas), Arelas' House (speaking with Farena Arelas), the Tower Lower,
then make your way to Gnisis. Ask Baladas about chores for a new quest,
then head to Maar Gan and follow the directions back to Bthungthumz.
Head inside.
Bthungthumz
o======================================================================o
***NPCs***
Dahrk Mezalf
***FACTIONS***
***NOTABLE LOOT***
Breathing Water
***QUESTS***
House Telvanni-Odirniran
11) Head to the back, kill Dahrk Mezalf, take the ring, and haul it in
cool. Now head to Tel Vos, then west to the Mudan-Mul Egg Mine. Enter.
Head straight to the back, cure the queen, and report in to Aryon.
immediately to get another one. That's every loose end we can tie up
of Vvardenfell. Make your way to Suran, leave to the east toward Molag
Mar, and move east, keeping the first steam field to your right. As you
approach Telasero on your map, look just southwest of it for the Velas
o======================================================================o
***NPCs***
Vaves Virith
Drendrisa Fareloth
Breves Omoril
Vadeni Rethan
Lleris Rathryon
Alurue Saryon
***NOTABLE LOOT***
Last Scabbard of Akrash
12) This is small and straightforward, so loot (noting the copy of Last
Scabbard of Akrash) and leave. Follow the path, hugging the ridge to
the right, and you'll soon reach Vansunalit Egg Mine. Enter.
To the left in this flooded mine is a loop where you can pearl dive if
you like. Straight ahead is the queen. No other loot, so leave when
finished. Head north and slightly east to find a bandit cave called
Kunirai. Enter.
Fight Vaves Virith and proceed to fight Drendrisa Fareloth. Loot and
Vivec, Sermon 36 and The Gold Ribbon of Merit) and continue to fight
Lleris Rathryon and Alurue Saryon. Loot the area (noting the copy of
The Wolf Queen, v8), then return to the intersection. Explore the other
path (noting the copy of 36 Lessons of Vivec, Sermon 25), leave the
cave, and head southeast to the stronghold of Telasero. Skip it for now
and continue east along the path. Skip the northward turn for now,
continuing east, until you spot the Raviro Ancestral Tomb on the right.
Head inside.
Clear this small tomb of the Berne vampires that infest it, then
it.
o======================================================================o
| |
| |
o======================================================================o
3) Yasamsi
4) Mount Kand
5) Assu
6) Piran
7) Nchuleftingth
8) Mzuleft
9) Bethamez
o======================================================================o
***NPCs***
Dilami Androm
Vanjirra
Rindral Dralor
Nande
Rumare
Zabarbael
Breech-Star
Stream-Murk
Tern-Feather
Abanji
Khamuzi
High-Heart
Tadara Indaram
Goron Lleran
Menelin
Orns Omaren
Geor Matreinace
Stenet
Raviso Andalas
Elvas Savel
Mandur Omalen
Sortis Rathryon
Saras Orelu
Tharer Rotheloth
Farvam Faram
Dethresa Saren
Llevana Salaren
***NOTABLE LOOT***
The Seed
A Dance in Fire, v5
A Dance in Fire, v7
***QUESTS***
Temple-Cure Lette
of The Seed-and speaking with Dilami Androm. Head toward the canton,
revisit Paur Maston and Vanjirra if you wish, then circle around to
speak with the shipmaster Rindral Dralor. Now head to the top (it's
open, rather than a plaza). Outside, speak with Nande, Rumare, and
free them. Head into St. Veloth's Hostel. Speak with Tadara Indaram,
Goron Lleran, Menelin, and Orns Omaren in the first room. Loot this
floor and head downstairs to speak with Geor Matreinace, Gudling the
Rascal, and Stenet, then loot, leave, and enter the Redoran Stronghold.
Speak with Hakar the Candle, loot, and head downstairs. Speak with
Fire, v7, and 36 Lessons of Vivec, Sermon 13 in his room), Elvas Savel,
and Mandur Omalen, loot, leave, and enter the Temple. Speak with Sortis
and will issue one right now. Head downstairs. Loot the first room
Farvam Faram. In the next room, speak with Dethresa Saren, then Llevana
Salaren in the next one, and Bervaso Thenim in the last one. That's it
for the Temple and for the Plaza, so head down and enter the
Waistworks.
o======================================================================o
***NPCs***
Dunel Saryon
Selkirnemus
Miniel
Nilioniel
Mundrila Ienith
Ales Julalanie
Tidros Indaram
Birer Indaram
Ervesa Romandas
Ulms Drathen
Llevena Sendas
Giras Indaram
Dreyns Nelas
Odron Omoran
Vuvil Senim
Masque
Saetring
Vasesius Viciulus
***NOTABLELOOT***
Restoration Shirt
***QUESTS***
2) Start with The Pilgrim's Rest off the southern hallway. Speak with
Sendas, Giras Indaram, Dreyns Nelas, Odron Omoran, and finally, in the
jail cell, Vuvil Senim. Leave and enter Saetring the Nord: Smith. Speak
with Masque and Saetring, loot his shop (noting the copy of 36 Lessons
of Vivec, Sermon 33), leave, and enter Vasesius Viciulus: Trader. Speak
with him, loot his shop (noting the copy of 36 Lessons of Vivec, Sermon
1), leave, and enter the Canalworks. Nothing here, so proceed to the
Underworks. Explore them, leave, and we're done exploring Molag Mar.
Quickly head to Tel Mora, find and cure Lette, and report back to
Tharer Rotheloth for another quest and a copy of 2920, Rain's Hand, v4.
the first one with Mount Kand signage), and take it. You'll need to
corpse holds the targets for our current Imperial Cult quest. Report
back to Kaye for another quest and the unique Restoration Shirt. Head
to Hla Oad and speak with Okur, who will direct you to Yasamsi. Head
Yasamsi
o======================================================================o
***NPCs***
Dudley
Thervam Drelas
Larisus Dergius
Ralos Othrenim
Larisus Dergius and Ralos Othrenim, loot (grab Julielle's amulet), and
return to Okur and then to Kaye. That's it for him, and by extension,
the Imperial Cult. Return to Molag Mar now, and get on the path to
Mount Kand. The signs aren't hard to follow-enter the cavern when you
find it.
Mount Kand
o======================================================================o
***QUESTS***
Temple-Necromancer in Mawia
4) Proceed. Do not attack the Atronachs you see, but speak to them to
answer riddles. The first answer is Lead, the second is you will slay
me with your sword, and the third is the Orc. Visit the shrine at the
back and report back to Tharer Rotheloth for a new quest. Now head back
to Mount Kand again and continue past the cavern to find the cave of
Assu
o======================================================================o
***NPCs***
Fistelle
Dreveni Hlaren
***NOTABLE LOOT***
Staff of Magnus
***QUESTS***
cavern's loot). Take the Staff of Magnus from her body and report back
to Ajira (!) in the Balmora Mages Guild for another quest. Return to
Molag Mar again and continue north from Assu, until you hit a junction
with an east-west path. Turn west and follow the path, turning north
when you can. Continue north toward Mount Assarnibibi at the next sign,
then take the next left to find the cave of Piran. Head inside.
Piran
o======================================================================o
***NPCs***
Lielle Vette
Dondreth
Arannir
Reron Rinith
***NOTABLE LOOT***
Breathing Water
Breathing Water. Explore and leave. Continue on the path, and head
right at the next junction to enter the Velothi dome called Mababi.
Speak with Lielle Vette, Dondreth, Arannir, and Reron Rinith. Loot,
leave, and proceed. Bear right at each turn to reach the Dwemer ruin of
Nchuleftingth
o======================================================================o
***NPCs***
Pania Cadiusus
Senilias Cadiusus
***QUESTS***
update a quest, then enter the Test of Pattern. Use the third crank
Corprusarium for more. Now, head to Dagon Fel and make your way to
Mzuleft.
Mzuleft
o======================================================================o
***NPCs***
Mugdul gro-Yagarz
Glasha gra-Magar
Lagakh gra-Lorga
Khadba gro-Uzgurn
Durgat gra-Glurkub
Duluk gro-Ghash
Bughash gro-Gorzog
***QUESTS***
Mages Guild-Bethamez
8) To the right, fight Mugdul gro-Yagarz. Grab the Dwemer Scarab Plans
and proceed to fight Glasha gra-Magar and Lagakh gra-Lorga. Grab The
Egg of Time in this room, backtrack to the entrance, and take the other
Bughash gro-Gorzog. Loot the area, and report back to Edwinna for
another quest. Take The Egg of Time to Yagrum first, then to Baladas in
Gnisis. From here, enter the eggmine and proceed down to the ruins of
Bethamez.
Bethamez
o======================================================================o
***NPCs***
Mimanu Zeba-Adad
Mamaea Ashun-Idantus
Zennammu
Jocien Ancois
Reeh-Jah
***QUESTS***
Mages Guild-Arch-Mage
***NOTABLE LOOT***
Trebonius' Staff
Necromancer's Amulet
9) Grab the Dwemer Airship Plans and the copy of Divine Metaphysics
here. Visit Baladas about the book, then visit Yagrum to "solve" the
mystery of the Dwarves, then report back to Edwinna. She'll direct you
First, turn in Mystery of the Dwarves, then you have a choice. Don't
give him the letter, and ask him about Arch-Mage. We'll challenge him
to a duel because we want his stuff. Head over to the Arena Pit to kill
Amulet. That's basically it for the Mages Guild, save Ajira's pending
north from here to find a rogue Ashlander camp. Speak with Mimanu
speak with Zennammu and Jocien Ancois to update a quest. From here,
head east until you spot an Argonian named Reeh-Jah. Agree to his
escort quest, and schlep it back to Molag Mar. Then you can fast travel
back to where you found him when done, continue east a bit, then cut
o======================================================================o
| |
| |
o======================================================================o
1) Erabenimsun Camp
2) Abernanit
3) Abanabi
7) Nchardumz
10) Ainat
11) Nchurdamz
13) Shallit
15) Telasero
17) Aharnabi
18) Odirniran
19) Shishi
22) Minabi
23) Hinnabi
25) Ashirbadon
26) Yakanalit
Erabenimsun Camp
o======================================================================o
***NPCs***
Kummu
Kushishi
Tinti
Hairan
Hirarend
Assaba-Bentus
Assemmus
Zebba
Salattanat
Ainab
Addut-Lamanu
Massarapal
Ulibabi
Ranabi
Han-Ammu
Yantus
Ashu-Ahhe
Ahaz
Ulath-Pal
Manirai
***FACTIONS***
then Tinti for more quest updates. Let them keep the hides for a
being afraid, and he'll follow you to the camp. Schlep it out there
right quick to exchange him for Jocien, and while we're out here run
northish to report back to Marsus Tullius and clear his quest from the
journal. Now head back to the camp, enter Assemmus' Yurt, speak with
him and Zebba, and leave. Enter Salattanat's Yurt, speak him, and
leave. Repeat with Ainab's Yurt and Addut-Lamanu's Yurt. Now enter
Massarapal's Yurt to speak with him and Ulibabi, then repeat for
Ranabi's Yurt, then enter Han-Ammu's Yurt to speak with him and with
Yantus. Enter Ashu-Ahhe's Yurt to speak with him, then enter the
Ashkhan's Yurt. Speak with Ahaz and Ulath-Pal, then enter the Wise
Woman's Yurt. Speak with Manirai, and we're done here for now. Head to
Moonmoth Fort near Balmora and report to Radd Hard-Heart for a new
Legion quest. He'll also promote you to Knight Protector. Head to Gnaar
Abernanit
o======================================================================o
***NPCs***
Alonisea Varys
Balis Sari
Thelama Indaren
Dandsa
Hlora Long-Leg
Minedhel
Gilse Darethi
Furius Acilius
***NOTABLE LOOT***
Charwich-Koniinge, v4
Lord's Mail
***QUESTS***
the high path to fight Balis Sari. Loot, ignore Dandsa for now, and go
take the low path to fight Thelama Indaren. Now return to Dandsa and
escort her outside. Report back to Radd Hard-Heart for another quest,
and return to Gnaar Mok. Kill the netch just north of town and report
back for his final quest. Make your way to Dagon Fel and enter
the initial area, then climb the ladder to fight Sorkvild the Raven.
Take the artifact Masque of Clavicus Vile from his corpse, note the
back to Radd Hard-Heart to finish his quest line. Now head to Ebonheart
and speak with Varus Vantinius for a quest. Head down to the shrine (we
already did many pieces of this quest) and take the secret entrance to
the Underground Caves. Explore to find Furius Acilius, who will attack
when spoken to. Kill him, retrieve the Lord's Mail, and take it back to
Varus for another quest. Head into the Commission, taunt Rufinus
Alleius into attacking you, and kill him. Head to the Vivec Fighters
Guild and report in to Lorbumol, completing his final quest. With that,
do that, report back to Percius, accept the quest, but drop it-we'll
wait until we have the directive from the Thieves Guild as well. Head
Abanabi
o======================================================================o
***NPCs***
Maranique Jolvanne
Draramu Hloran
***NOTABLE LOOT***
Feyfolken II
Chrysamere
***FACTIONS***
(noting the copy of Feyfolken II), take the other path, and kill
Draramu Hloran. Take Chrysamere off her corpse, loot (noting the copy
for Frald the White, so that's not quite it for the Legion. Now return
to the Erabenimsun Camp and leave on the path going west. You'll come
o======================================================================o
***NPCs***
Crazy Batou
***NOTABLE LOOT***
Bloodworm Helm
Vivec, Sermon 6, fight Crazy Batou (don't worry about the message-it's
Bloodworm Helm off his corpse, and leave. Go south, and turn right when
Small with no notable loot, so clear it out, leave, and return to the
last intersection. This time, head south to find the Alas Ancestral
o======================================================================o
***NPCs***
Gils Oril
Val
Barirrid
Nargol gra-Uftharz
***NOTABLE LOOT***
Withershins
Mehrunes' Razor
Hallgerd's Tale
5) Explore the fairly small tomb, noting the copy of Withershins and
being sure to get A Rusty Dagger off the corpse in the back. Now, make
your way all the way back to Yasammidan and Mehrunes Dagon will
restore the razor, completing the quest. Make your way back to the Alas
Tomb now, return to the intersection to the north, and go east. Go east
Fight Gils Oril, Val, Barirrid, and Nargol gra-Uftharz, loot the shrine
the crow flies, over a ridge, to find the cave of Zebabi. Enter.
Zebabi
o======================================================================o
***NPCs***
Ghamonk gro-Agadbu
Hamvir
Arnsi Nerandas
Draryn Andrano
Gish
Nuralg
Zahraji
Ma'Zahn
Chalureel
***NOTABLE LOOT***
The Seed
intersection. Go left first for loot, then return and go west to fight
Arnsi Nerandas. Loot, then return and go south (we'll come back with
the slave key). In the back, fight Draryn Andrano for the slave key,
loot his room, (don't miss the nook in back-you'll need to levitate,
and there's a copy of The Seed), then go back to free the slaves Gish,
1. Leave when done exploring and head west a bit to find Mount
ways to another intersection, and turn left to find and enter the Helan
Ancestral Tomb.
Not much here. Loot, leave, and head east to follow a path north to the
Dwemer ruin of Nchardumz. Head inside.
Nchardumz
o======================================================================o
***NPCs***
Stlubo Otiustiris
Methulu Ienith
Terer Helothan
Camas
Aralosea Romori
Missamsi Timmiriran
Munbebi Addarari
Mamusa Shashmassamsi
***NOTABLE LOOT***
Unnamed Book
check everything out and head to the Lower Level. Not much here either,
so loot and leave when done. Head south to exit the canyon, head east
across the water, and find the Savel Ancestral Tomb on the northern
Loot the small tomb (noting the copy of Unnamed Book), leave, and head
a bit south to find the shrine of Almurbalarammi. Enter.
Aralosea Romori (who has a copy of The Art of War Magic). Loot the
shrine, leave, and cross the water to the north. Keep left, going over
o======================================================================o
***NPCs***
Assatlit Assudnilamat
Sannit Kil
Ibasour Sershurrapal
***NOTABLE LOOT***
explore until content and then leave. Head due north again to spot a
Enter.
This place is straightforward, so loot (noting the copy of 2920, Mid
Year, v6), and leave. Head east and a bit north, crossing the water and
Nothing much noteworthy in here, so explore and leave. Head south and a
bit west, back onto Vvardenfell, to find the Arenim Ancestral Tomb.
Enter.
o======================================================================o
***NPCs***
Satyana
***QUESTS***
***NOTABLE LOOT***
A Dance in Fire, v5
9) Speak with Satyana for a miscellaneous quest, then clear the tomb.
Note the copy of A Dance in Fire, v5 in the first room, then head north
to find Augustus' Amulet on a corpse and finish the quest. Explore the
south wing, and leave. Head to the southeast corner of this spit of
either, so loot it out and leave. Cross the water to the south and
check out the island. In the center is the Holamayan Monastery, which
we'll visit as part of the Main Quest much later. Check the northwest
leave. Head west from here, crossing the water onto the big peninsula,
and continue inland a bit (keep north of the Daedric ruins) to find a
Ainat
o======================================================================o
***NPCs***
Madsu Dreth
Dranos Sandus
Ulves Marvel
Llanas Drilvi
Glush gro-Dul
Durzol gro-Dumulg
Yazgash gra-Boga
Dur gro-Grambak
Larienna Macrina
***NOTABLE LOOT***
The Cake and the Diamond
Ashes of G. Lyngas
10) Fight Madsu Dreth, proceed, fight Dranos Sandus, loot, proceed,
speak with Ulves Marvel, loot to the left, go through the door, fight
Llanas Drilvi, loot (noting the copy of The Cake and the Diamond), and
leave the cave. Head south to Shashpilamat, and take the east entrance
Fight Glush gro-Dul, loot, and head over to the Shrine. Fight Durzol
gro-Dumulg and Yazgash gra-Boga, loot the shrine, and leave. Past the
shrine, along the path, speak with Dur gro-Grambak, then leave the path
to the east to find the Ravel Ancestral Tomb about halfway to the
coast. Enter.
In this tomb, you can find the unique Ashes of G. Lyngas. Nothing else
path, follow it south, and turn right when you can to arrive at
Nchurdamz. Speak with Larienna Macrina outside, agree to work with her,
Nchurdamz
o======================================================================o
***NPCs***
Hrelvesuu
***NOTABLE LOOT***
Illkurok
***QUESTS***
the unique spear Illkurok, kill Hrelvesuu in the back, speak with
Dissapla Mine
o======================================================================o
***NPCs***
Dalami Hlaalu
Ralmyn Othren
Novor Drethan
Rervam Farethi
Riraynea Reladren
Tarar Doran
Tarynili Senim
Teres Arothan
***QUESTS***
Fighters Guild-Berwen's Stalker
12) Speak with Dalami Hlaalu, Ralmyn Othren, and Novor Drethan, who
will update your quest. Proceed to speak with Rervam Farethi, Riraynea
higher ledge, then continue to find Teres Arothan. Escort him to the
entrance, speak with Novor, and report back to Hrundi. He'll give two
new quests. Head to Berwen's in Tel Mora, speak with her, head
upstairs, and kill the Corprus Stalker. Speak with her again, then head
Tenim, and if you speak to one of them (I used Dreynos Elvul), you'll
Shallit
o======================================================================o
***NPCs***
Muvrulea Daryon
Vilval Relvani
Brevasu Heran
Giden Nelvilo
Rels Tenim
***NOTABLE LOOT***
36 Lessons of Vivec, Sermon 32
***QUESTS***
13) Explore this level to the Drethan tomb entrance, but don't go
inside. Return to the first room and levitate up to find and fight
Muvrulea Daryon and Vilval Relvani, loot, and go through the door to
fight Brevasu Heran and Giden Nelvilo. Loot and proceed to fight Rels
Words and Philosophy, and report back to Hrundi. Turn in both quests
Dunirai Caverns
o======================================================================o
***NPCs***
Daryn Vedralu
Naral Othreleth
Gaden Llarys
Reynis Ralvani
Volanaro
Nelacar
***QUESTS***
Fighters Guild-Sondaale
14) Enter and speak with Daryn Vedralu, proceed to speak with Naral
Othreleth and Gaden Llarys, head all the way to the back to speak with
Reynis Ralvani, then backtrack one room to speak with Volanaro and
Nelacar, who will take the sujamma. Report back to Hrundi for another
Telasero
o======================================================================o
***NPCs***
Sondaale of Shimmerene
Rayna Drolan
***NOTABLE LOOT***
Breathing Water
***QUESTS***
15) Start with the Propylon Chamber, then enter the upper level. Big
fight upon entry. When done, explore the area (nothing significant) and
head through to the Lower Level. Ignore Sondaale and clear the level,
noting the copy of Breathing Water and the Telasero Propylon Index in
the loot bin, then speak with Sondaale. Take her outside, head to
Caldera to hand in the final index and receive the Master Index, then
report back to Hrundi for another quest. Head out to Tel Naga to deal
with Engaer, then report back to Hrundi for his final quest. Sail to
Dagon Fel. While we're up here, return to Rayna Drolan's Shack and
forbids us to enter the shack), speak with her, loot, then head to the
o======================================================================o
***NOTABLE LOOT***
***QUESTS***
Daedric-Azura's Quest
16) Explore the top level and head to the Queen's Lair. Find her, grab
and report back to Hrundi. With that, we're finished with his quests,
so make your way back to Nchurdamz. Once there, take the path east,
skipping the south fork, to find the Hlervu Ancestral Tomb. Head
inside.
Abernanit, and leave. Return to the south fork we skipped and take it,
then take a left at the intersection to find the Ahallaraddon Egg Mine.
Head inside.
intersection and going west. Go south at the next fork, then south
again, then turn left and go off road to find and enter the Shrine of
Azura. Speak with the statue to start a quest. Now, head south a bit to
Aharnabi
o======================================================================o
***NPCs***
Erissare
Dirding
Llarusea Andrethi
Honthjolf
Saprius Entius
Staada
***NOTABLE LOOT***
Sithis
A Game at Dinner
Azura's Star
***QUESTS***
17) Kill Erissare, proceed, kill Dirding, turn right, kill Llarusea
Andrethi, loot (noting the copy of A Game at Dinner), head the other
way, kill Honthjolf, loot (noting the copy of Sithis), and leave.
Report to Frald the White in Ebonheart for a new quest, head to the
Justice Offices in Vivec, deal with Suryn Athones, and report back to
Frald for his final quest. Head back to Vivec, ask an Ordinator to be
escort him back to Frald the White. DO NOT speak to ANY Ordinators
along the way. You'll receive the unique Helm of Graff the White. That
is all for the Imperial Legion! Now head back to Rayna Drolan's Shack,
kill all of the Daedra outside, including a unique Golden Saint named
Staada, who carries the unique Sheogorath's Signet Ring. Bring that
back to the Shrine of Azura to finish the quest and receive Azura's
o======================================================================o
***NPCs***
Haleneri Salor
Remasa Othril
Valyne Vedaran
Vedelea Othril
Milyn Faram
***NOTABLE LOOT***
Othril Ring
Incident in Necrom
Aryon's Dominator
***QUESTS***
House Telvanni-Shishi
18) Sorta complex. Near the southwest corner of the initial area, find
Farare Othril's corpse and nick the unique Othril Ring. Right from the
entrance, fight Haleneri Salor, Remasa Othril, and Valyne Vedaran. Loot
that room, then head into the Tower. Clear the pit, ignore Vedelea
Othril in the side room, and ascend the tower to speak with Milyn
Faram. He'll thank and reward you. Loot, and return to Aryon in Tel Vos
for a copy of Incident in Necrom, the unique Silver Staff of War, and
a new quest. Head to Ald'Ruhn and begin with Athyn Sarethi in Sarethi
Manor, then visit everyone but Bolvyn Venim with your appeal to
Aryon's Dominator and a new quest. Head to Maar Gan, and from there
Shishi
o======================================================================o
***NPCs***
Anise Romoran
Temis Romavel
Brerama Selas
Faves Andas
***NOTABLE LOOT***
A Hypothetical Treachery
Aryon's Helper
Ring of Equity
Amulet of Unity
***QUESTS***
***FACTIONS***
19) Nothing to the right but corpses and minor loot. Head left to fight
Selas. Loot the room (noting the copy of The Alchemist's Formulary),
and through the trapdoor to speak with Faves Andas. He will give you
back to Aryon for a new quest. Return to Balmora, grab your Silver
Staff of Peace, and go see Fast Eddie in his house. He'll take the
promotion, Aryon's Helper, and a new quest. Go to Sadrith Mora and see
Fast Eddie for a new quest. Head to Tel Naga, lift the key from Neloth,
and report back to Eddie. While we're waiting, go see Llunela in the
for a while yet, so wait a week until your journal updates and go get
the ring from Eddie. He'll kick off another quest. To get five Standard
and Ald'Ruhn for 1 each, totalling five. Report back to Eddie, wait a
week, then retrieve the Amulet of Unity from him. That's it for him, so
head to Balmora and then south to the Odai Plateau, which has changed.
Rethan Manor
o======================================================================o
***NPCs***
Avron Gols
Lliryn Fendyn
Hlodala Savel
Raynasa Rethan
***QUESTS***
20) First, enter Gols' House. Speak with Avron Gols, loot, and enter
Rethan Manor. Speak with Lliryn Fendyn and Hlodala Savel, loot, head
upstairs, kill Raynasa Rethan, loot, and report back to Aryon for a new
quest. Now go to Ald'Ruhn and out to Bal Isra, which has also changed.
Indarys Manor
o======================================================================o
***NPCs***
Hetman Guls
Broder Garil
Gaden Folvyn
Arvs Raram
Garila Vedas
Galvene Othrobar
Mavis Nadram
Treram Milar
Ienas Nadus
Banden Indarys
***NOTABLE LOOT***
21) Outside, speak with Hetman Guls, Broder Garil, and Gaden Folvyn,
then enter Raram's House. Speak with Arvs Raram, loot (noting the copy
of 36 Lessons of Vivec, Sermon 3), then enter Indarys Manor. Speak with
Garila Vedas, loot, head downstairs, speak with Galvene Othrobar and
Mavis Nadram, check southeast to speak with Treram Milar and Ienas
Nadus, loot, and go to the last room. Kill Banden Indarys, loot (noting
the copies of 2920, Morning Star, v1 and 2920, Mid Year, v6), and
later in the Main Quest to kill two birds with one stone), and that's
it for Aryon. Back to exploring! Head to Molag Mar, and this time go
south over the ridge. Follow the ridge west almost all the way to Ald
Sotha, past Telasero, and you'll spot a cave called Minabi on the
Minabi
o======================================================================o
***NPCs***
Drandryn Omoran
Bedenea Nethan
Lugdum gro-Lagdub
Chrelm
Ahjara
Shaba
S'Raverr
Beekatan
Meen-Sa
Jeed-Ei
***NOTABLE LOOT***
Surfeit of Thieves
22) Proceed to fight Fjori the Stout and Drandryn Omoran. Downstairs,
fight Bedenea Nethan, loot, and enter the Bandit Lair. Fight Lugdum
gro-Lagdub and Chrelm (who carries the slave key). Loot (noting the
copies of Surfeit of Thieves and The Gold Ribbon of Merit), free the
Not much here. Loot, leave, and head west one island to Mzahnch. Enter.
Clear the upper level, which has good but minor loot, and enter the
Lower Level. Clear this small level, leave, and head southeast one
but with double the gold. Neat! Now head southwest two islands to the
Hinnabi
o======================================================================o
***NPCs***
Alnas Sendu
Nivel Madryon
Audania Afronia
Tels Girano
Bralsea Seloth
Gogrek
Heir-Zish
J'Ram-Dar
Tasha
Cheesh-Meeus
23) Fight Alnas Sendu and proceed to fight Nivel Madryon. Go downstairs
and go west to fight Audania Afronia and Tels Girano (who has the slave
key). Now go east to fight Bralsea Seloth, loot, proceed past the
Cheesh-Meeus, then leave. Head due east, past an island, to find the
Not much here. Explore, leave, and head south to the big ruin of Bal
Fell.
Bal Fell
o======================================================================o
***NPCs***
Roggvar Blue-Tooth
Edril Vules
Ringvild
Hirnir
Murzush gra-Bulfim
Urim gro-Bulag
Gilas Inlador
Durzub gro-Bogamakh
Darane Mencele
***NOTABLE LOOT***
24) Outside, speak with Abbard the Wild, Roggvar Blue-Tooth, Edril
Vules, Ringvild, and Hirnir, then enter the Outer Shrine. Speak with
Murzush gra-Bulfim, Urim gro-Bulag, and Gilas Inlador. Head to the West
Wing next. Head north to speak with Durzub gro-Bogamakh and Darane
backtrack, and check the East Wing. Poke around in here, then take this
wing's entrance into the Inner Shrine. Loot for the unique Ten Pace
Boots, then leave the ruins. Head east one island to find the cave of
Ashirbadon
o======================================================================o
***NPCs***
Vindamea Drethan
***NOTABLE LOOT***
Warlock's Ring
A Game at Dinner
This small cave has loot, but nothing noteworthy, so clear it out and
leave. Just southeast, you can see the Wreck of the Prelude. Check it
out.
Not much here, so clear it out and leave. Return to Ashirbadon and go
Yakanalit
o======================================================================o
***NPCs***
Hurolf
Tininnus Scinia
Lidebras
Tedysa Andarys
Gazalem
Harassa
Milah
Ahndahra
Ahdri
Ahaht
Weer
Khagra gro-Lurkul
Pritia Plalocius
Davis Nelaram
Pilper Muspidius
Alavesa Samori
Yanit Sehabani
Kanit Neladon
Ibanammu Assutladainab
Assurdan Serdimapal
Adibael Hainnabibi
***NOTABLE LOOT***
Lidebras and Tedysa Andarys, loot clockwise to fight Gazalem, loot his
room (get the slave key from the table), then free the slaves Harassa,
Milah, Ahndahra, Ahdri, Ahaht, and Weer. Leave the cave, head north one
island, and look on the west coast for the Mul Grotto. Head inside.
Nothing here but pearls and critters, so map it out and leave when
done. Head to the east side of the island now to find a cave called
Fight Khagra gro-Lurkul and proceed. Fight Pritia Plalocius, loot, and
go clockwise through the tunnels. Fight Davis Nelaram, loot his room
(noting the copy of Horror of Castle Xyr), fight Pilper Muspidius, loot
his room, fight Alavesa Samori, and leave. I offload here, report back
to Ajira to be DONE with the Mages Guild, and head back to Molag Mar.
Hop the ridge to the south again, then head east to an Ashlander camp.
outside, then enter the yurt to speak with Assurdan Serdimapal and
o======================================================================o
***NPCs***
Dryngheid
Burzob gra-Sharbag
Tunengore
Agarond
do. You can nick a Redas Robe of Deeds, Redas War Axe, and Redas Goblet
east and a bit south to find the Hlaalu Ancestral Tomb. Enter.
Not really anything noteworthy, so clear it out and leave. Head back to
the Ashlanders and go a bit west to find the Daedric ruin of
Speak with Dryngheid outside, then enter the shrine. Fight Haki the
Halt, Burzob gra-Sharbag, Tunengore, and Agarond, then loot the shrine.
Leave and head southeast to find the Eretammus-Sennammu Egg Mine. Head
inside.
Nothing here but eggs, so explore and leave when ready. Head to the
o======================================================================o
***NPCs***
***NOTABLE LOOT***
Stormkiss
Tukushapal at the bottom. This is what Ennbjof told us about way back
in Vivec. The first room is a lootless maze filled with skeletons. Make
your way to the center and enter the Sepulcher. The corpse has an Ebony
Left Bracer, which should be an upgrade, and the unique axe Stormkiss.
Levitate up to find the Daedric Face of God, which is my endgame helm
once I enchant it. Leave the tomb, head south one island, east one
Tel Branora, the final settlement in the base game. I offload, enchant
my Daedric Face of God with 15 points of Fortify Speed, and sail back
here.
o======================================================================o
| |
| |
o======================================================================o
1) Tel Branora
5) Mawia
6) Ald Sotha
7) Ihinipalit
8) Ashmelech
10) Druscashti
11) Galom Daeus
12) Bal Ur
13) Dubdilla
Tel Branora
o======================================================================o
***NPCs***
Nireli Farys
Ervyna Hlervu
Giron Manas
Irwaen
Endring
Estinan
Foronir
Cun
Trerayna Dalen
Ennah
Balis Favani
Mollimo of Cloudrest
Fadase Selvayn
Barnand Erelie
Llorayna Sethan
Manos Vavyn
Evos Goran
Fedar Davus
Galen Berer
Seryne Relas
***QUESTS***
1) Speak with Nireli Farys, the shipmaster, then enter Ervyna Hlervu's
shack. Speak with her, loot, leave, and enter Giron Manas' Shack. Speak
with him, loot, leave, and proceed to the town proper. Along the way,
speak with Irwaen, Endring, Estinan, Foronir, Cun, and Trerayna Dalen.
Now enter the town. Outside, speak with Ennah, Balis Favani, and
Mollimo of Cloudrest, who will offer a quest. Accept it, head back, and
kill Trerayna and her entire posse. Report back to Mollimo for your
reward, and enter Fadase Selvayn: Trader. Loot the shop, speak with
her, leave, and enter Sethan's Tradehouse. Loot, speak with Barnand
Erelie and Llorayna Sethan, leave, and enter Manos Vavyn's House. Loot,
speak with him, leave, and enter Evos Goran's House. Loot, speak with
him, leave, and enter Fedar Davus' House. Loot, speak with him, leave,
and enter Galen Berer: Armorer. Loot, speak with him, leave, and enter
Seryne Relas' House. Loot, speak with her (she's the master trainer for
o======================================================================o
***NPCs***
Aredhel
Dreyns Telmon
Seras Gavos
Darvasa Vedas
Monthadan
Godros
Muldroni Rendas
Gorchalas
Mertisi Andavel
Gaelion
Felen Maryon
Gils Drelas
Ra'Zahr
Therana
***SPELLS***
Command Creature
Command Humanoid
Flay Spirit
***BOOKS***
2) Speak with Aredhel and Dreyns Telmon, loot, levitate to speak with
Seras Gavos, and proceed out the door and into the Tower Guardpost.
Speak with Darvasa Vedas, Monthadan, and Godros, loot, and return to
the Lower Tower's entrance room. Now head through the door and
then return to the entrance again, levitate even higher through a shaft
near the Guardpost exit, and enter the Upper Tower. Speak with Muldroni
Rendas and Gorchalas, ignore the stairs (they just go outside), and
take the passage instead. Speak with Mertisi Andavel and Gaelion, and
Maryon, buy his spells, nick his staff for Big Helende, head south to
speak with Gils Drelas, then head to the center to speak with Ra'Zahr
and Therana. Speak to her about the clothes, and have Ra'Zahr wear the
skirt. Get a quest from Therana herself, note her copy of The Wolf
Queen, v4, and leave. Before heading back to Sadrith Mora, head to the
southwest corner of the island to find the Arano Ancestral Tomb. Enter.
o======================================================================o
***NPCs***
Adil Norvayn
Daynila Andrano
Tanur Llaram
Alvos Sadri
Idula Moren
***NOTABLE LOOT***
Auriel's Bow
***QUESTS***
3) Not much here save a copy of 36 Lessons of Vivec, Sermon 12. Explore
and leave, then track the coast east to find the Beran Ancestral Tomb.
Enter.
Turn the Ebony Staff in to Big Helende to end her questline and receive
the Ring of Far Reaching, then visit Felisa Ulessen in the Council
Hall to receive one more quest from her. Before doing it, let's head to
Ghostgate. Find Ralyn Othravel atop the Tower of Dawn, taunt him into
attacking you, kill him, and grab Auriel's Bow. Now return to Tel
Branora. Turn the bow in to Therana for a Daedric Cuirass and Daedric
Greaves, the latter being an upgrades. Now head north one island from
Fight Adil Norvayn and proceed, fighting Daynila Andrano and Tanur
Llaram. Hit the tunnels clockwise to loot and fight Alvos Sadri and
Idula Moren. Nothing noteworthy here, so leave when done and head west
one island. Find the Abebaal Egg Mine on this island, and head inside.
o======================================================================o
***NPCs***
Seen-Rei
Dan-Ru
J'Dato
Eleedal-Lei
Dro'Zah
Ahnarra
Odairan Addaribantes
Truan Tibashipal
Voneri Renim
Faire
***NOTABLE LOOT***
Feyfolken, v3
4) Proceed to speak with Seen-Rei, Dan-Ru, J'Dato, and Eleedal-Lei, who
can update the quest (listen to their grievances). Past him, speak with
Dro'Zah and Ahnarra. Get the slave key from the crate near the queen,
Mora and report to Felisa Ulessen to finish out her quests. Return to
Molag Mar now, and head south and east until you find a rogue Ashlander
Head inside.
Fight Voneri Renim, proceed, fight Faire, loot (noting the copy of
Feyfolken III), and leave. Just south is Mawia, site of a Temple quest.
We're done exploring!!! It's just questing from here on out. Head
inside.
Mawia
o======================================================================o
***NPCs***
Delvam Andarys
***NOTABLE LOOT***
Shimsil
Ring of Regeneration
Palla, v1
Palla, v2
Veloth's Judgment
***FACTIONS***
Temple-Diviner
***QUESTS***
kill Delvam Andarys, loot the unique items Shimsil and Ring of
Regeneration from his corpse, loot the area (noting the copies of
Palla, v1 and Palla, v2), and leave. Report to Tharer in Molag Mar for
to Vivec, and visit Tholer Saryoni in the High Fane for another Temple
quest. Get four Hearts (you should have them stashed, or else Nalcarya
Ald Sotha
o======================================================================o
***NPCs***
Mivul Urvon
Nathala Herendas
Llathise Dralas
Nilas Brilyn
Nidara Herandus
Severa Magia
Llandrale Varam
***NOTABLE LOOT***
Chance's Folly
***QUESTS***
6) Outside, speak with Mivul Urvon and Nathala Herendas, gather five of
the special gold kanet flowers Roland's Tear, and enter the Upper
Level. Take the first left to fight Llathise Dralas, turn around and go
east to fight Nilas Brilyn and Nidara Herandus, then proceed to the
Lower Level. On this level is Severa Magia, target of our Morag Tong
quest. Kill her and get the Amulet of Sanguine Nimble Armor, the Glove
of Sanguine Swiftblade, and the Ring of Sanguine Fluid Evasion from her
corpse. Loot her room (noting the copies of The Wolf Queen, v6 and
Chance's Folly), and proceed to the Shrine. Kill Llandrale Varam, get
and the Ring of Sanguine Transfiguring from her corpse, loot the area
for the Shoes of St. Rilms, pray at the statue, and head back to Vivec.
Start by seeing Tholer Saryoni and Endryn Llethan for two new quests,
then report to Eno Hlaalu. Turn in all six items and the Severa Magia
quest, receive the Black Hands Dagger, but do NOT ask about Grandmaster
yet. Now go see Aurane Frernis in the Foreign Quarter to hand in the
Roland's Tear plants. Finally, head to the St. Delyn underworks and
kill Haki (who will attack you now). Enter the shrine.
Ihinipalit
o======================================================================o
***NPCs***
Ormax Geles
Gulitte Cienne
Bjadmund
***QUESTS***
Daedric-Sheogorath's Quest
***NOTABLE LOOT***
Fork of Horripilation
Spear of Bitter Mercy
7) Kill Ormax Geles, Gulitte Cienne, and Bjadmund, loot the shrine,
Endryn Llethan for the Ancestral Wisdom Staff and to end his questline,
then head to Dagon Fel. Go west and north to Big Head's Shack (we've
seen it before), and go inside. Speak with him, get the Fork of
Horripilation from the table, and head east one island. You can kill
the netch however you like; just equip the Fork during the death
animation. Return to Ihinipalit and speak with the statue for the Spear
Balmora, and return to Dagon Fel. Head to the Sarethi Ancestral Tomb,
respawned by now. Kill one and repeatedly search it until you contract
Porphyric Hemophilia. Head south of Dagon Fel now until you're just
the night. You are now an Aundae vampire. You have the following buffs
100% resist paralysis; 50% resist normal weapons; and 5 points of sun
damage. Additionally, you will now be shunned by almost all NPCs, save
the Mages Guild and House Telvanni. Finally, we've gained a new spell
called Vampire Touch. Enter Ashmelech.
Ashmelech
o======================================================================o
***NPCs***
Iroroon
Gladroon
Jeanciele Macile
Lorurmend
Moranarg
Mororurg
Mirkrand
Tragrim
Tarerane
Odmi
Iminda
Ticemius Conciatius
Toranu Rothalnim
Dhaunayne Aundae
***NOTABLE LOOT***
A Game at Dinner
***QUESTS***
Vampiric-Murder Rimintil
8) Speak to Iroroon, and explore. The room on the left has some Cattle,
and Gladroon the smith. Speak with him, loot, and explore the side
rooms here to speak with Jeanciele Macile. Head east through the curved
hallway, then keep right at all forks to find and speak with Lorurmend.
Explore a bit toward the southwest to find another lootable room with a
south now to descend and speak with Mirkrand, proceed to speak with
Tragrim, continue and look west to speak with Tarerane, and descend
even further to find the last room. Open the gate to speak with Odmi,
her. Finally, speak with Dhaunayne Aundae for your first task. Recall
to Balmora, run north to Caldera, and have Folms Mirel send you to
Falensarano. From there, run over to Sadrith Mora. Iniel at the Mages
Guild will point you to the Gateway Inn. Speak with Tusamircil for a
potion that will get Sinyaramen to speak with you. Head there and speak
with Sinyaramen for another update. While here, go to the Council Hall
and speak with Raven Omayn for a quest. Head north now toward Tel Vos,
and drop by the Central Tower to kill Rimintil. While we're up here,
inside.
o======================================================================o
***NPCs***
Marara
Mastrius
Kjeld
Ano Vando
***NOTABLE LOOT***
Marara's Ring
Spell Breaker
Fathasa's Ring
Aundae Amulet
***QUESTS***
9) Speak to Marara at the back of this small tomb, kill her, and get
Marara's Ring from her corpse. Leave. While we're here, report back to
anything else, head south and cross the Ghostfence at its northeastern
Explore this tomb with no noteworthy loot to find and speak with
Mastrius, who will issue a new quest. Leave and head north to Bthuand.
Head to the back and get Spell Breaker from this small, unremarkable
ruin, clear the rest out, and return to Mastrius. Agree to his request,
kill him (duh) and Spell Breaker is now yours. Return to Sadrith Mora
Kjeld (to the right) AND NO ONE ELSE, and leave. Return to Ashmelech
and report to Dhaunayne for use of clan services and a new quest. To
get to Ald'Ruhn, cast Almsivi Intervention. Enter the Mages Guild and
wait until noon, then head outside and kill Ano Vando. Before leaving
Bedrooms for a new quest. Speak to Sanvyn, insult him until he attacks,
and let him win (you may need to remove your armor). When your health
return to Ashmelech and report back to Dhaunayne for the Aundae Amulet.
Druscashti
o======================================================================o
***NPCs***
Knurguri
Pelf
Siri
Igna
Areas
Volrina Quarra
***NOTABLE LOOT***
Trap
10) Head left to kill Knurguri, then look northwest of there to kill
Pelf. Note the copy of Trap in this room, loot the room where we killed
Kjeld, and enter the Lower Level. Kill Siri and Igna to the left, then
go straight from the Upper Level door to climb some stairs and kill
Areas. Return to where Siri was and proceed to kill Volrina Quarra.
Loot the area, being sure to nab the Quarra Blood, then head to Galom
Galom Daeus
o======================================================================o
***NPCs***
Eloe
Ildogesto
Gergio
Arenara
Germia
Leone
Clasomo
Fammana
Reberio
Raxle Berne
***NOTABLE LOOT***
Shashev's Ring
Eltonbrand
***QUESTS***
Vampiric-Shashev's Key
11) Kill Eloe in the entry, then proceed to kill Ildogesto. Kill Gergio
and Arenara behind the locked door, loot (noting the Daedric Boots on
the shelf), and proceed to kill Germia and Leone. Loot this room, then
and Reberio, loot this room, and proceed to kill Raxle Berne. Loot this
Raven Omayn to finish out her quests and receive the Flawed Dwemer
your way to Vivec. Go to the Mages Guild and speak with Sirilonwe for a
quest. Get to Ald'Ruhn and head to the Ald Skar Inn. Speak to Shashev,
kill him, and get his ring and his key. Get back to Sirilonwe, but
before speaking to her, drop gold until you have exactly 11171 gold on
you. When you speak to her, Goldbrand will be replaced with the
superior Eltonbrand. Retrieve your gold, and accept another quest. Turn
in the dust (I told you to carry it a while ago), receive the Amulet of
Gem Feeding, and that's it for all vampire quests. It's time to get
cured. Recall to Balmora, offload, and have Folms Mirel send you to
Bal Ur
o======================================================================o
***NPCs***
Dinuro Ienith
Arns Uvalas
Svog
Barri
Rakoslod
Derar Hlervu
***NOTABLE LOOT***
Lord Jornibret's Last Dance
12) Outside, kill Dinuro Ienith and Arns Uvalas, then enter the shrine.
Kill Svog, Barri (who has a copy of Lord Jornibret's Last Dance), and
Interact with the statue to progress our Temple quest, then do it again
Dubdilla
o======================================================================o
***NPCs***
Cumanya
Molag Grunda
Nomeg Gwai
Hlendrisa Seleth
Tunila Omavel
Sernsi Drelas
Unila Berendas
Uvren Tures
Uvele Berendas
Heniele Milielle
Gilyne Omoren
Lliros Tures
***NOTABLE LOOT***
Feyfolken, v2
Charwich-Koniinge, v3
***QUESTS***
***FACTIONS***
Temple-Master
13) Proceed and speak with Cumanya. Loot her room (noting the copies of
Feyfolken, v2 and The Cake and the Diamond), then proceed into the
Uncharted Caverns. This isn't too hard to navigate if you use your
local map, and there's no loot to speak of, so make your way to the
Uncharted Caverns, Lower. Here, there are two chests in the map's
target to the east. Head there to kill Molag Grunda and Nomeg Gwai,
then make your way back to Bal Ur. Molag Bal will cure you, and we are
now locked out of vampirism forever. Go see Tholer Saryoni to receive a
questline and get promoted, then head to Sadrith Mora and deliver
stronghold. Wait five days, speak to her one more time, and go check
out Tel Uvirith again. Enter Seleth's House, speak with her, loot,
enter Omavel's House, speak with her, loot (noting the copies of Master
Zoaraym's Tale and The Four Suitors of Benitah), then enter the tower.
Explore the new Tower Dungeon and Upper Tower, noting the copy of
House, speak with her, loot, and enter Berendas' House. Speak with her,
loot, and enter Tures' House. Speak with him, loot (noting the copy of
The Wraith's Wedding Dowry), leave, and make your way to Indarys Manor.
Enter Berendas' House, speak with him and with Heniele Milielle, loot,
and enter Manor Services. Speak with Gilyne Omoren, loot (noting the
copies of How Orsinium Passed to the Orcs and Last Scabbard of Akrash),
o======================================================================o
| |
| |
o======================================================================o
1) Ilunibi
2) Ministry of Truth
3) Holamayan
4) Kogoruhn
6) Hlaalu Hortator
7) Redoran Hortator
8) Telvanni Hortator
9) Ahemmusa Nerevarine
15) Dagoth Ur
Ilunibi
o======================================================================o
***NPCs***
Dagoth Gares
***NOTABLE LOOT***
Fist of Randagulf Left Gauntlet
Caius' Ring
***FACTIONS***
Blades-Traveler
Blades-Operative
***QUESTS***
loot. Take the exit into Tainted Marrow. Explore this lootless cave and
take either entrance into Marowak's Spine. Explore this lootless area
and take the entrance into Blackened Heart. This area is also lootless,
Dagoth Gares. When done, kill him and he'll infect you with Corprus as
he dies. Loot the room, noting the Fists of Randagulf (which I wear),
and recall to Balmora to visit Caius Cosades. He'll promote you and
direct you to Tel Fyr. Head there and speak to Divayth, who will send
you to the corprusarium. Go down there and head to the bowels. Speak
with Uupse Fyr, then give her the drum I told you to stash here. Speak
with Yagrum to get the boots, then return to Divayth. He'll cure your
one last quest, give you his black shirt, black pants, and ring, all
unique, and promote you. Wave goodbye, as he disappears from the game
now, and head to Vivec. Look in Mehra's quarters and read the Note to
Amaya. Buy a Divine Intervention scroll if you need to, then levitate
Ministry of Truth
o======================================================================o
***NPCs***
Alvela Saram
Brelo Athelvis
Tamira Vian
Grand Inquisitor
Miara Viake
Ilet Tistar
Trevyn Fedos
Andalin Hardil
Ervas Aradil
Favas Nilem
Fadren Dalis
Duldrar Saren
Daglin Selarar
Vobend Dulfass
Hyna Dorn'ke
Ilden Mirel
Frizkav Brutya
2) Speak to Alvela Saram, then enter the Hall of Processing. Speak with
Brelo Athelvis, then kill him. Head left to speak with Tamira Vian,
then kill her too. Loot the room, then go through the door across the
way to speak with the Grand Inquisitor. Kill him, loot his room, then
exit and go through the third door here. Down to the left is Miara
Viake. Speakk to her and kill her, then proceed to find Ilet Tistar and
another exit. Speak with him, kill him, then continue on to close a
loop. Onward, to the right, we can speak with and kill Trevyn Fedos and
Andalin Hardil, then enter the Prison Cells. When you enter, you'll
Duldrar Saren will speak with you before attacking, so kill him too.
Now speak with Daglin Selarar, Vobend Dulfass, and Hyna Dorn'ke, then
start on the cells left to right. Speak with Ilden Mirel, Frizkav
Brutya, and finally to Mehra Milo. Hand over the scroll, and do as
Holamayan
o======================================================================o
***NPCs***
Vevrana Aryon
Tivam Sadri
Evesa Omalas
Daynillo Lleran
Beraren Sadri
Taren Omothan
Felayn Andral
Fraki
Mibdinahaz Addunipu
Gilvas Barelo
***NOTABLE LOOT***
***QUESTS***
3) Speak to Vevrana Aryon, wait until dusk or dawn, and enter the
Monastery. Speak with Tivam Sadri, then go left to speak with Evesa
Omalas, Daynillo Lleran, and Beraren Sadri, then proceed through here
Continue to speak with Felayn Andral, loot his room, and proceed to
speak with Fraki and Mibdinahaz Addunipu, loot, and continue to find
the library. Speak with Mehra, then with Gilvas Barelo, who will
progress our quest and give us the prophecies we need. Check the
Vivec, Sermon 32, and 36 Lessons of Vivec, Sermon 33, then recall to
Balmora, offload as needed, and make your way back to the Urshilaku
Camp. Speak to Nibani Maesa to progress the story, wait two days and go
Kogoruhn
o======================================================================o
***NPCs***
Dagoth Girer
Dagoth Reler
Dagoth Uvil
Dagoth Delnus
Dagoth Baler
Dagoth Ulen
Dagoth Ralas
Dagoth Elam
***NOTABLE LOOT***
Fury
Shadow Shield
Malipu-Ataman's Belt
***FACTIONS***
Ashlanders-Hearthfriend
4) Enter the Dome of Pollock's Eve first and kill Dagoth Girer. Get the
House Dagoth Cup, then leave and enter the Dome of Urso. Kill Dagoth
Reler, leave, and enter the Temple of Fey. Kill Dagoth Uvil, loot, and
enter the Hall of Phisto. You should be able to find a corprus weeping
the first side room. Head upstairs to the Hall of the Watchful Touch.
Go clockwise again, killing Dagoth Baler in the first side room, then
go to the roof. Clear it off, then backtrack downstairs and enter the
Hall of Maki. Go right when able, and find the unique claymore Fury on
a dead hero. As you backtrack and go north, enter the Vault of Aerode
after filling in the map. Explore this small area and kill Dagoth Ulen.
Back in the Hall of Maki, descend and enter the Nabith Waterway. The
north tunnels are just a big loop, so explore and take the south tunnel
to proceed. Kill Dagoth Ralas near the central column, loot the area,
and enter Charma's Breath. SNEAK through here, as we'll be back later,
and take the first right to enter Bleeding Heart. Once here, you're
Shadow Shield, Sul-Matuul's third token, and you can kill Dagoth Elam.
With that done, I recall to Balmora and enchant the Daedric Gauntlets
with Fortify Speed. Now return to Urshilaku Camp and go see Sul-Matuul.
He will progress the quest and give you Malipu-Ataman's belt. We'll
some info on the location, then speak to Nibani Maesa for the rest of
what you need. Now head to the Cavern of the Incarnate-we spotted it
before, but you can use the riddle answers to find it again. Wait until
o======================================================================o
***NPCs***
Peakstar
Ane Teria
Erur-Dan
Conoon Chodala
Idrenie Nerothan
Hort Ledd
***NOTABLE LOOT***
Moon-and-Star
Embroidered belt
Travel-Stained Pants
Erud-Dan's Spear
Erur-Dan's Cuirass
Conoon Chodala's Axe
Sithis
Hort-Ledd's Robe
***QUESTS***
Redoran and the Temple until you complete the fifth trial. Before
leaving, speak with the spirits who have appeared in the cavern.
Peakstar will give you the Embroidered belt and Travel-stained Pants.
Ane Teria will give a copy of 36 Lessons of Vivec, Sermon 12 and her
mace. Erur-Dan will give his spear and cuirass. Conoon Chodala will
give his axe and boots. Idrenie Nerothan will give some thief tools,
and Hort Ledd will give a copy of Sithis and Hort-Ledd's Robe. I recall
to Balmora and offload this boatload of stuff, but you should keep
Moon-and-Star with you for the rest of the game. Get back to the
Urshilaku Camp and see Nibani Maesa again. You'll get the dialogue for
skipping the fourth and fifth trials, but we won't do that. Go see
Sul-Matuul, take his advice, and he will name you Urshilaku Nerevarine,
gifting you the Teeth of the Urshilaku. Quickly run back to Kogoruhn,
and outside, on the corpse of Feril Salmyn, grab the Hair Shirt of St.
Aralor. We won't be able to turn this in until the Fifth Trial is over,
though, so recall to Balmora and stash it. Let's get to work on the
fourth trial.
Hlaalu Hortator
o======================================================================o
***NPCs***
Gah Julan
Mavus Ules
Hides-His-Foot
Frinnius Posuceius
Neetinei
Ahzini
Aebondeius Jucanis
Manos Othreleth
Llaro Llethri
Hlevala Madalvel
Suvryn Doves
Arabhi
Bolayn Rethan
Avus Belvilo
Guldrise Dralor
Ivrosa Verethi
Mathesa Helvi
Gathal Llethri
Virene Mene
Arver Rethul
Vaval Orethi
Ushamph gro-Shamub
Mash gro-Burol
Galos Farethi
Navil Ienith
Ranes Ienith
Orvas Dren
Sterdecan
Jo'Ren-Dar
Serer Andrano
Twice-Bitten
Drolora Salen
Morning-Star-Steals-Away-Clouds
Grey-Throat
Ri'Zaadha
Unjara
Tsalani
Fruscia Abitius
Nevena Ules
Ranor Dralas
Tredyn Venim
Melvona Marvayn
Velanda Omani
***NOTABLE LOOT***
***QUESTS***
***FACTIONS***
Fighters Guild-Master
Curio in Vivec. He'll give dialogue for skipping the fourth and fifth
trials, but ignore that and ask about Hlaalu Hortator. He'll just ask
for a kiss if you boost his disposition above 70. Go to St. Olms to
deal with Yngling-just taunt him into fighting, and kill him. Go see
Dram Bero in the Haunted Manor nearby to get his vote, then its finally
time to head to Dren Plantation.
Outside, speak with Gah Julan, Mavus Ules, Hides-His-Foot (let's not
him), Neetinei, Hrargal the Crow, Ahzini, Aebondeius Jucanis, and Manos
Othreleth. Now, start freeing slaves, but you'll have to kill all the
guards. Do so, freeing all but Hides-His-Foot, then enter the Tower
Shack. Speak to Llaro Llethri, loot, and enter Hlevala's Shack. Speak
with Hlevala Madalvel, loot, and enter Doves' Shack. Speak with Suvryn
Doves, then speak with and free Arabhi. Enter Rethan's Shack, speak
with him, loot, and enter the Storage Shack. Speak with Avus Belvilo,
loot, and enter Verethi and Dralor. Speak with both of them, loot, and
enter Helvi's Shack. Speak with her, loot, and enter the Guardhouse. On
the bottom level, speak with Gathal Llethri, loot, speak to Virene Mene
upstairs, and head out to the roof. Speak with Arver Rethul, then hop
up to the top to speak with Vaval Orethi. Now go enter the Shipping
speak with Mash gro-Burol, loot, and go enter Dren's Villa. Speak with
Galos Farethi, then head to the basement. Close the doors behind you,
and kill Navil and Ranes Ienith. Get Dren's Note from the locked small
chest, then head upstairs to Orvas Dren's room. Before speaking, get
the Daedric Greaves off the shelf behind him, then speak with him.
drop him off. Speak to him, and explore here now, speaking with
Sterdecan and Jo'Ren-Dar, then head toward Suran to visit Ules Manor.
Tsalani, then enter the Slavemaster's Shack. Loot, and enter the Slave
Shack. Loot, and enter the manor proper. On the middle level, speak
with Fruscia Abitius, then up top, speak with Nevena Ules, who is all
to eager to give us her vote for Hortator. Head back toward Vivec, and
Speak with Ranor Dralas and Tredyn Venim on the second level, then go
to the top level to speak with Melvona Marvayn and Velanda Omani, who
will give us the last Hlaalu vote we need. Loot the room (noting the
copy of 2920, Sun's Height, v7) and leave, returning to Vivec. First,
report back to Ilmeni Dren to finish out the Twin Lamps quests. Next,
go report to Eno Hlaalu to hand in our final Morag Tong writ. Next,
upstairs and do so, then use a guild guide to Ald'Ruhn and report to
Percius to be named Master of the Fighters Guild and finish out the
Master Thief and receive the Skeleton Key. Finally, head over to Curio
Manor and speak with Crassius to be named Hlaalu Hortator and receive
the Belt of the Hortator. Head to Balmora and offload, enchant the
o======================================================================o
***NPCs***
Varvur Sarethi
***NOTABLE LOOT***
Athyn Sarethi. He, too, offers the skip dialogue, but ignore it and ask
spotted him in Venim Manor, so head over there and escort him out,
himself. (Sometimes the game glitches and gives you a bounty for
it if you need to). Return to Sarethi Manor and speak to Athyn to get
his vote, and guidance on the others. Now go visit the other
Ramoran, all of whom will give their votes. Finally, go speak to Bolvyn
Venim, who will challenge you to a duel. Accept, head over to Vivec's
Arena, kill him, then report back to Athyn Sarethi, who will name you
Redoran Hortator and give you the Ring of the Hortator. With that,
Telvanni Hortator
o======================================================================o
***NPCs***
***FACTIONS***
***NOTABLE LOOT***
8) Begin by speaking to Aryon in Tel Vos. Next, sail to Tel Mora, get
Dratha's disposition above 80, hurl yourself at her feet and plead, and
she'll give you her vote as well. Head over to Gnisis and get Baladas'
vote, then go to Sadrith Mora and get Neloth's. Head to Tel Branora to
get Therana's, (amuse her), and then head to Tel Aruhn. Talk to Gothren
twice, and he'll actually be honest with you. Go see Aryon, and ask
Ahemmusa Nerevarine
o======================================================================o
***NPCs***
Fieryra
Drores Arvel
Bethes Sarothril
Fore Paw
Sloomalah
Oisig
Domba
Endroni Dalas
Gnaw Tooth
Bovkinna
Clendil
Daral Thireloth
Salvas Areleth
Eigma
Nals Indrano
Brelda Quintella
Hlireni Indavel
Je Tee
Kar Alber
Kardryn
Lustidrike
Ra'Gruzgob
***QUESTS***
***NOTABLE LOOT***
***SPELLS***
Mephala's Skill
***FACTIONS***
Morag Tong-Grandmaster
granted leave to see the Wise Woman, then go speak with Sinnammu
Outside, speak with Fieryra and Drores Arvel. Tell him you're here to
loot the shrine to keep things peaceful, then find and speak with
Bethes Sarothril and Fore Paw. (Fieryra and Fore Paw may be dead if
they've gotten into fights with the Ordinators). Enter the Outer
Shrine. Kill Sloomalah and Oisig, then enter the Right Wing. Wait for
the dust to settle, then see who's left. We have here Domba (hostile),
surviving friendlies, then loot. Domba and Gnaw Tooth carry the Belt of
Sanguine Smiting and the Ring of Sanguine Green Wisdom, the final two
Threads of the Webspinner. Loot the rest of the area, and head over to
Daral Thireloth (friendly), and Salvas Areleth (friendly). Wait for the
hostiles, then speak with Ra'Gruzgob, play along, and ask about a
little secret. There's moon sugar right next to him, so give it to him
statue on your way out for Tholer Saryoni's current quest. Now go grab
Sinnammu and escort her to the statue, and she'll name you Nerevarine
and give you the Madstone of the Ahemmusa. With that, recall to Balmora
and make your way to Vivec. Turn in the final two threads to Eno Hlaalu
(check that you receive Mephala's Skill, the reward spell), then speak
Gloves. Now, head to Balmora and offload. We'll go tackle the Zainab
next.
Zainab Nerevarine
o======================================================================o
***NPCs***
Calvario
Falura Llervu
***QUESTS***
***NOTABLE LOOT***
Thong of Zainab
Sonummu next for some guidance, then head to Tel Aruhn. Ask Savile
about "something special," then head to Tel Mora. Buy (or steal) an
exquisite shirt, skirt, and shoes from Elegnan, then return to Savile.
Head to Bildren Areleth's in Tel Aruhn for the Bug Musk (you can steal
it off the shelf), then head back to Savile again. You can get away
with only paying 600 gold, so do so, then speak to Falura Llervu. Ask
her to travel with you, then sail to Vos and escort her to Kaushad from
there. When you get there, speak to Falura, then to Kaushad, who will
name you Zainab Nerevarine and give you the Thong of Zainab. Leave the
yurt, enter, and speak to each one final time to receive the Ashkhan's
Wedding Gift. One tribe left! Make your way to the Erabenimsun Camp to
get started.
Erabenimsun Nerevarine
o======================================================================o
***NPCs***
***QUESTS***
***NOTABLE LOOT***
Racerbeak
Bitter Hand
Ember Hand
Mountain Spirit
Wind of Ahaz
advice and go straight to the wise woman. She'll instruct you to kill
the current tribal leaders, so let's do so. Start with Ranabi in his
yurt, taking Racerbeak, Bitter Hand, Ember Hand, and the Robe of
Erur-Dan the Wise from his corpse. Next, kill Ashu-Ahhe in his yurt,
taking Mountain Spirit from his corpse. Finally, enter the Ashkhan's
Yurt to kill Ahaz and Ulath-Pal, taking Wind of Ahaz, Sanit-Kil's Heart
of Fire, and the War Axe of Airan Ammu from the bodies. Return to
Manirai, then go see Han-Ammu. Give him the Robe of Erur-Dan the Wise,
him. He will name you Erabenimsun Nerevarine and send you back to
Manirai, who will give you The Seizing of the Erabenimsun. Offload now,
and begin the next phase by speaking to Nibani Maesa at Urshilaku Camp.
o======================================================================o
***NPCs***
Vivec
Wulf
***QUESTS***
Temple-Ebony Mail
***NOTABLE LOOT***
Wraithguard
Auriel's Shield
12) Nibani will direct you to accept the Temple's offer and see Tholer
Saryoni, so head to Vivec. Speak with Danso Indules outside the High
Fane first, then go see Tholer Saryoni. He'll direct you to go speak
Tholer to turn in his earlier Temple quest and receive one more.
Llaren's quests before doing this one, so leave it for now. Head to
Ghostgate. First, go to the Tower of Dusk and head up top to speak with
Drelyne Llenim. Taunt her into attacking you and kill her when done to
claim Auriel's Shield from her corpse, then go downstairs and speak to
Wulf. Speak with him (he is actually an avatar of Tiber Septim!) and
accept his coin. Now, go see Uvoo Llaren to hand in the Hair Shirt of
St. Aralor and receive a new Temple quest. Now we're ready to start
raiding Ash Vampires, but let's quickly tie up one loose end. Head to
Ebonheart and speak to Lalatia Varian to learn the truth about Wulf.
Return to Ghostgate, and from there head toward Vemynal. Just northeast
of it on the map is a back entrance to Kogoruhn, Charma's Breath. Head
inside.
o======================================================================o
***NPCs***
Dagoth Uthol
Dagoth Fervas
Dagoth Daynil
Dagoth Goral
Dagoth Mendras
Dagoth Endus
Dagoth Molos
Dagoth Tureynul
Dagoth Galmis
Dagoth Fandril
Dagoth Araynys
Hannat Zainsubani
Zula
***NOTABLE LOOT***
Belt of Heartfire
Amulet of Heartrime
Silence
Amulet of Heartthrum
Bone, v2
Soul Ring
Fang of Haynekhtnamet
***QUESTS***
Miscellaneous-Hannat Zainsubani
13) Just inside, kill Dagoth Uthol and claim the Belt of Heartfire.
Explore the area to kill Dagoth Fervas and Dagoth Daynil, then leave.
Head south from here to find the citadel of Endusal, west and a bit
Down the steps to either side, kill Dagoth Goral and loot the room.
Back to the entrance, go through the other doors and kill Dagoth
Mendras. Loot, and continue on to kill Dagoth Endus and claim the
Amulet of Heartrime. This room also holds the unique Dwemer Centurion
Plans, so grab them, note the copy of Silence, and leave. Next, head to
Tureynulal, which is on your map.
Tureynul and claim the Amulet of Heartthrum. Note the copies of Bone,
return to the entrance and enter the Eye of Thom Wye. Kill Dagoth
Galmis, loot, and enter the Bladder of Clovis. Kill Dagoth Fandril,
loot (getting the Cleaver of St. Felms from the corpse of Mendel Eves),
then head upstairs and enter the Eye of Duggan. Kill Dagoth Fals, loot
(noting the copy of 36 Lessons of Vivec, Sermon 10), and head back to
quest, then recall to Balmora and offload. Now, have Folms in Caldera
send you to Berandas, and head east from there to find the caverns of
This place is pretty big, so explore the Sanctum of Awakening using the
local map, then enter the Sanctum of Black Hope. Clear this area,
killing Dagoth Araynys and claiming the Soul Ring, then speak to
Hannat Zainsubani. Escort him to the entrance, then return here and
enter the Shrine of Pitted Dreams. Explore this area, killing Zula in
the back, and loot to find the Fang of Haynekhtnamet. Now, head to
o======================================================================o
***NPCs***
Dagoth Odros
Dagoth Nilor
Dagoth Garel
Dagoth Felmis
Dagoth Soler
Dagoth Vemyn
***NOTABLE LOOT***
Amulet of Heartfire
Keening
Amulet of Heartheal
Sunder
14) In the initial area, explore to kill Dagoth Odros and claim the
Amulet of Heartfire. When done, enter the Tower to claim Keening, then
Starting in the Outer Fortress, go right and kill Dagoth Nilor in the
first side room. Before going deeper, finish the entrance loop to kill
Dagoth Garel in another side room. Proceed to enter the Hall of Torque
and kill Dagoth Felmis. Proceed down to the lower level to kill Dagoth
Soler, skirt the central area to kill Beldoh the Undying and claim his
Blood Feat Shield, then enter the central area to kill Dagoth Vemyn and
claim the Amulet of Heartheal and Sunder. Finally, head to the crater
of Dagoth Ur and enter the Outer Facility (the crank to open it is just
Dagoth Ur
o======================================================================o
***NPCs***
Dagoth Vaner
Dagoth Ienas
Dagoth Drals
Dagoth Rather
Dagoth Irvyn
Dagoth Muthes
Dagoth Gilvoth
Dagoth Ur
***NOTABLE LOOT***
Blood Ring
Heart Ring
Ring of Azura
15) In the Outer Facility, find and kill Dagoth Vaner and Dagoth Ienas,
loot around, then enter the Inner Facility. At the intersection, go
backtrack a bit and enter the Inner Tower. Kill Dagoth Irvyn, get the
Crosier of St. Llothis off the corpse of Voruse Bethrimo, then head
through the Inner Facility to the Lower Facility. Kill Dagoth Muthes
and Dagoth Gilvoth, and claim the Blood Ring from the latter. Proceed
to the Facility Cavern, and speak with Dagoth Ur. When ready, attack
and kill him, get the Heart Ring off the floor by the door, then
Heart of Lorkhan once, then switch to Keening and keep hitting the
Heart until it disappears. Now, run back out to the Facility Cavern
(you'll have to hit a crank to open the door), and speak with Azura to
receive her ring and complete the Main Quest. Nicely done.
o======================================================================o
***NOTABLE LOOT***
Ebony Mail
***FACTIONS***
Temple-Patriarch
***QUESTS***
16) Head to Ghostgate and hand in the Crosier of St. Llothis to finish
out Uvoo Llaren's questline. Now, head to Mount Assarnibibi and pray at
the shrine to receive the Ebony Mail, then report to Tholer Saryoni to
be made Patriarch of the Temple. Go speak with Vivec now, for some
Hleran for a new miscellaneous quest. Kill the Dreamer in her house and
chat with her again, then go to the Morag Tong Guildhall. You can now
take writs for Baladas Demnevanni, Dram Bero, Larrius Varro, and
o======================================================================o
| |
| Tribunal |
| |
o======================================================================o
1) Royal Palace
2) Temple Courtyard
3) Godsreach
5) Bazaar Sewers
6) Residential Sewers
7) Temple Sewers
8) Bamz-Amschend
9) Norenen-Dur
Royal Palace
o======================================================================o
***NPCs***
Effe-Tei
Diradeni Farano
Drusus Gratus
Ivulen Irano
Evo Othreloth
Karrod
Tienius Delitian
Crito Olcinius
Laurina Maria
Alusannah
Barenziah
Aleri Alen
Calvus Horatius
Plitinius Mero
***SPELLS***
Drain Alteration
Drain Conjuration
Drain Mysticism
Drain Restoration
Drain Alchemy
Drain Unarmored
1) You appear in the Reception Area of the Royal Palace. Speak with
Effe-Tei, then a Royal Guard for a journal update. Enter the Basement,
loot, note the entrance to the Palace Sewers, backtrack, and enter the
Legion Depot. Explore, loot, head back to the Reception Area, and try
Helseth's Chambers. Note the lock, then enter the Throne Room. Speak
Karrod, and Tienius Delitian. Now enter Imperial Cult Services, behind
the throne. Speak with Crito Olcinius, buy all of his spells, and speak
Alusannah and Barenziah, loot, then backtrack and enter the Guards'
Quarters. Loot around, speak to Aleri Alen, then enter the Jail. Loot
it out, then make your way to the Courtyard. Speak with Calvus Horatius
and Plitinius Mero, and we're done here in the Royal Palace (for now).
Nothing significant down here. Explore, and note entrances to the West
associated quests later on. Make your way back to the Palace Courtyard,
Temple Courtyard
o======================================================================o
***NPCs***
Gaenor
Mehra Helas
Goval Ralen
Gee-Pop Varis
Bels Uvenim
Forven Berano
Granny Varis
Fedris Hler
Galsa Andrano
Nerile Andaren
Urvel Dulni
Gavas Drin
***QUESTS***
Miscellaneous-The Natural
Miscellaneous-The MatchMaker
***SPELLS***
Great Levitate
***NOTABLE LOOT***
2) Speak with Gaenor to start a quest. Don't give him any money-just
leave. Return to the Palace Courtyard, wait three days, head back in,
and kill Gaenor to finish the quest. He's extremely tough, but just
cheese him and it will eventually get done. Loot him for Gaenor's
Amulet, then explore the rest of the courtyard. Speak to Mehra Helas,
Goval Ralen (who starts a quest), Gee-Pop Varis, Bels Uvenim, and
Forven Berano, then enter the Temple Reception Area. Speak to Granny
Varis and Fedris Hler for a quest, loot, and enter the Infirmary. Loot,
speak to Galsa Andrano, and enter the Hall of Ministry. Loot, speak to
Nerile Andaren (buy her spells), and enter the Temple Basement. Loot,
note the Temple Sewers (site of later quests), and backtrack to enter
the Office of the Lord Archcanon. Loot (noting the copies of 36 Lessons
Vivec, Sermon 28), speak with Urvel Dulni and Gavas Drin (who gives a
quest). Don't do this yet, but just note the locked High Chapel, exit
Godsreach
o======================================================================o
***NPCs***
Venasa Sarano
Thrud
Dilborn
Alam Merys
Melur Savil
Drathas Nerus
Elanande
Velyna Seran
Salas Valor
High-Pockets
Holmar
Denegor
Ra'Tesh
Mitanne Limax
Galms Seles
Soscean
Therdon
Hession
Ilnori Faustus
Yagak gro-Gluk
Bols Indalen
Elbert Nermarc
Detritus Caria
Veros Nerethi
Feranos Hlando
Sendel Tedas
Trels Varis
Torasa Aram
Deldrise Andoren
Taren Andoren
Ignatius Flaccus
Anrel
Ravani Llethan
Donus Serethi
Alvan Llarys
Tadera Andules
Golena Sadri
Geon Auline
Arnsa Thendas
Dovor Oren
Olvyne Dobar
Felvan Ienith
***QUESTS***
Miscellaneous-Bouncer
Miscellaneous-The Museum
Miscellaneous-Infidelities
Miscellaneous-Dwemer Warbots
Miscellaneous-The Thief
Miscellaneous-Estate Sale
Miscellaneous-The Warlords
***NOTABLE LOOT***
Trap
Stendarr's Hammer
A Game at Dinner x2
Mace of Slurring
Othril Dagger
Rathalas Dagger
Iryon Dagger
3) Outside, speak with Venasa Sarano, then Thrud, who has a quest.
He'll follow us until it's done, so let's take care of it right quick.
Alam Merys, Melur Savil, and Drathas Nerus. I pay, get the reward from
Thrud, then kill them to get my money back. Head back up to Godsreach.
Still outside, speak with Elanande, Velyna Seran, Salas Valor, and
High-Pockets (who has a quest). Accept and duck into the Winged Guar,
and run upstairs to speak with Holmar. I talk him down, and get the
Ra'Tesh, Mitanne Limax, Galms Seles (don't play, the game is rigged),
Soscean, Therdon, and finally Hession, who offers a quest. Accept, then
speak to everyone again. Toss Denegor out (you'll need to knock him out
with Hand-to-Hand, don't kill him), persuades Galms to offer fair odds,
and report back to Hession for a reward. Loot the bar, then head to the
Craftsmen's Hall next. Speak with Ilnori Faustus to begin a new quest.
Loot the room, then speak to Yagak gro-Gluk and Bols Indalen. Head
upstairs now, loot around, and speak with Elbert Nermarc and Detritus
Caria, who offers a quest. When done, head into the Secret Office
Trels Varis (any option works). Loot the office, then speak with Bols
again on the way out. Head back to the Winged Guar and speak with
Therdon to send him to Bols, then head back and talk to both Therdon
and Bols again. Leave again, and enter the Museum of Artifacts. Speak
with Torasa Aram for a quest, and you can sell the Ebony Mail and steal
as you wish, but it weighs 1000 pounds. If you want to turn other stuff
in, Torasa will buy the following: Auriel's Bow, Bow of Shadows,
Blade of the Monarch, Mace of Molag Bal, Skull Crusher, Spear of Bitter
Spell Breaker, Ten Pace Boots, Vampiric Ring, and Warlock's Ring. I
usually sell all of the above, then steal it all back and drop it back
in Balmora. When you're done messing around, leave the Museum and head
over to the houses. Start with Andoren Manor. Speak to Deldrise Andoren
for a quest, then loot the manor and leave. Wait until 8 PM, then head
and when your journal updates, go speak to him, and then to Velyna
Seran. Kill Velyna-but NOT Taren-and report to Deldrise for the best
possible reward. Leave the manor, and enter Ignatius Flaccus' House.
Loot (noting the copy of A Game at Dinner) and speak with him, getting
a quest. Leave and enter Llethan Manor. Speak to Anrel, Ravani Llethan,
Formulary, A Game at Dinner, The Wolf Queen, v5, and Cherim's Heart of
Anequina), leave, and enter Sadri Manor. Speak to Alvan Llarys, Tadera
Andules, and Golena Sadri to start a quest. Loot, then speak to Alvan
Enter, get the Her Hands Pauldrons off the dead guard (should be
upgrades), and enter the trapdoor. Find Tadera's corpse, and proceed to
the Forgotten Sewer. Hit the crank in this room to raise the water
level, then enter another trapdoor in the middle of all the crates.
Swim through this tunnel and enter another one. Proceed, avoiding the
first for treasure, then go right to kill Golena Sadri. Take the Mace
of Slurring from her corpse, then backtrack out and speak to Alvan a
final time to end the quest. Don't sell off the Mace of Slurring yet.
Instead, just enter Geon Auline's House. Get the unique Othril Dagger,
Rathalas Dagger, and Iryon Dagger as you loot, then speak to him for a
quest. Go right to Thendas Manor, loot (ignoring the Droth Dagger), and
speak to Arnsa. Bump her disposition above 80, and she'll give you the
dagger for free (say you knew her husband in the Imperial Legion). Take
it to Geon to finish the quest, then enter the Vacant Manor. Loot, and
speak to Dovor Oren to start a quest. Speak with Olvyne Dobar and
Felvan Ienith, then head to the Winged Guar. Kill Soscean from stealth
and return to Dovor with his sword and cuirass. Speak to Felvan for an
her axe and robe to Felvan, then speak to Dovor, then Olvyne. Go kill
Bels Uvenim in the Temple district from stealth, and bring his spear
and helmet to Olvyne. Speak to Dovor again, and leave for now. Enter
Velas Manor. Loot (noting the copies of Cherim's Heart of Anequina and
o======================================================================o
***NPCs***
Suldreni Salandas
Meralyn Othan
Fons Beren
Drathas Reyas
Ovis Velas
Gavis Velas
Rerlas Mon
Fonari Indaren
Roner Arano
Daron
Marena Gilnith
Gureryne Selvilo
Dravil Indrano
Nevama Sarobar
Jodhur
Meryn Othralas
Sunel Hlas
'Ten-Tongues' Weerhat
Belwen
Bedal Alen
Sanaso Sarothran
Catia Sosia
Jeanne Andre
Ungeleb
***QUESTS***
Miscellaneous-The Summoner
Miscellaneous-Scroll Sales
***NOTABLE LOOT***
Amulet of Verbosity
BiPolar Blade
4) Speak to Forstaag the Sweltering, and enter the Great Bazaar. Speak
to Suldreni Salandas, kill her from stealth, take her amulet and mace
back to Dovor Oren, and his quest is finished. However, speak to Felvan
again, and persuade him to turn himself in. Back in the Bazaar, speak
to Meralyn Othan, Fons Beren (who will update a quest), and Drathas
Reyas. Leave the area and return, and kill Ovis Velas when he attacks
you. Speak to Drathas again, then return to Godsreach and enter Velas
Manor. Speak to Gavis Velas, kill him, and the quest is over. Return to
the Bazaar and speak with Rerlas Mon. No need to bother with a pet.
Go west, loot the market, and speak with Fonari Indaren, Roner Arano,
Dravil Indrano, Nevama Sarobar, Jodhur, and Meryn Othralas, who gives
another quest. Speak to him again, and enter the door. The lines are
came in?", "No, thank you. What's your name?", "Anara, when did your
look in your master's library?", and "As, I hear, are all Telvanni."
At this point, Dravil Indrano attacks you, so kill him. Speak to Meryn
enter the trader. Loot the shop and speak to Sunel Hlas, and mention
Talk about Marena twice, tell him to be optimistic, wait three days,
and speak to him again. You have a 67% chance of the date going well,
weapon you should hold on to rather than sell. Go upstairs and speak
with Marena to end the quest. Enter the Pawnbroker. Loot-making sure to
a quest. Now enter the Clothier. Loot-getting the correct Bolt of Cloth
to get the silverware out of a chest, and to Sunel Hlas' shop for the
redware pot. Stop in the Pawnbroker and ask Weerhat about special
offers, and ask why it's so cheap to progress the quest. Recall to
Balmora, offload as needed, grab a yellow plate from the Council Club,
the Bazaar, enter the Bookseller. Loot, speak to Bedal Alen and Sanaso
Sarothran, and enter the Armory. Loot, speak to Catia Sosia, and enter
the Magic Shop. Loot, speak to Jeanne Andre and Ungeleb, and leave.
That's it for the city, so head down into the Bazaar Sewers.
Bazaar Sewers
o======================================================================o
***NPCs***
Ahnia
Narisa Adus
Dandras Vules
***QUESTS***
Tribunal-Evidence of Conspiracy
Tribunal-Muckraking Journalist
***NOTABLE LOOT***
Sithis
King's Oath
5) Speak to Ahnia and kill her, and read the note next to her. Return
with the local map to find two entrances to the Manor District and
speak with Narisa Adus for a quest. Take the entrance near her. Not
Sithis. Clear the cavern out and enter the East Building. Clear it out
and enter the North Building. Clear the first room, then enter the
Courtyard. Clear this place out, then return to the North Building and
proceed. In the tall room with the waterfall, you can levitate for
adamantium armor and a note. The bridge near the entrance has assassins
the Temple, while a Royal Guard will send you to Tienius Delitian. Go
visit the latter for a new quest. Start asking around about King
Ralen, who, with high disposition, will mention The Common Tongue.
Return to Tienius, and get a new quest. First, head to the Bazaar and
grab a copy of The Common Tongue behind Roner's stall, then head to the
Temple Infirmary and speak with Galsa Andrano. Mention Mehra Milo, and
you can report to Tienius. Give him the Common Tongue, and mention
Galsa, and he'll give another quest. If you ask about specifics, he
names three guards, so begin with Evo Othreloth, who says nothing
suspicious. Next, try Ivulen Irano, also here, who will direct you to
quarters, then search under Ivulen Irano's chest for a note. Grab it
and Irano's copy of The Common Tongue (under the pillow), and bring
and grab the letter off the desk behind Ravani. Take it to Tienius, and
he'll ask you to execute all three. Forven is in the Temple courtyard,
Bedal is at the bookseller in the Bazaar, and head to the West Sewers
through the Palace Sewers to find and kill Hloggar the Bloody. Go ahead
Tienius for a new quest. Speak to Goval Ralen in the Temple courtyard
Trels Varis. Before going to the Craftsmen's Hall, head to the temple.
Speak with Gee-Pop Varis in the courtyard and Granny Varis in the
Tienius for the best reward-5000 gold and King's Oath. Speak to
Residential Sewers
o======================================================================o
***NPCs***
Warchief Kurog
Warchief Durgoc
Armion
Yarnar
***NOTABLE LOOT***
Goblin Buckler
6) Explore the whole of this small system, then head through the West
Sewers (should still be clear) and enter the Battlefield. Clear this
treasureless expanse and proceed to the City Gate. Clear this area and
enter the Armory Ruins. There's some random treasure in this tunnel,
Amun-Shae. This is the main Goblin Army lair, so clear it out, killing
Warchief Kurog and Warchief Durgoc. There's some treasure at the top of
Ruins. Explore everywhere here (no notable loot), and enter Teran Hall
East Building. Clear this area, killing Armion and Yarnar, then enter
Teran Hall. Loot this area, then backtrack out to the Residential Ruins
so loot thoroughly as you clear the area and enter the Abandoned
from here make your way all the way out to Mournhold and report to
Fedris Hler at the Temple. He'll end this quest and direct you to Gavas
Drin for the next one. We've already spoken to him, so just head down
Temple Sewers
o======================================================================o
***NPCs***
Variner's Ghost
Athelyn Malas
Shunari Eye-Fly
Gedna Relvel
Barilzar
Hand Sadas Mavandes
Almalexia
***NOTABLE LOOT***
Variner's Ring
Blessed Spear
***QUESTS***
Miscellaneous-Crimson Plague
Tribunal-Investigate Bamz-Amschend
here, enter Temple Sewers West. You can sneak-kill the Darts, which I
recommended, so take out Black Dart Urvyn, Black Dart Gilur, Black Dart
Malar, and Black Dart Adren. Loot the area, and head out to report to
Narisa Adus in the Bazaar Sewers. Return now, and enter Temple Sewers
East. Kill Black Dart Draren and explore this area, finding two exits.
Enter the Temple Catacombs. This place has some random loot, so clear
it out and take the south entrance to the Temple Shrine. Clear out the
You'll get a journal entry when all five are dead. Backtrack a bit and
enter the Temple Crypt. This side area has good random loot, so clear
it out and head back through the Temple Shrine to the Temple Gardens.
Clear this area-ignore Gedna Relvel's Tomb for the moment-and proceed
Urvel Dulni, and escort him all the way in to the Shrine of the Dead.
Agree to escort him back out, but have him wait outside Gedna Relvel's
Tomb and enter it this time. Clear everything you can access, then
Blessed Spear, then speak with him again to be referred to Fedris Hler.
He'll give a new quest, and you can get more info from Gavas Drin. Head
outside for now and speak to Mehra Helas for a miscellaneous quest.
Back in the Temple, speak to Nerile Andaren. Take the potion to Geon in
Godsreach and return to Nerile. Along the way, stop by the Royal Palace
Courtyard for more info on Barilzar from Plitinius Mero. Kill the seven
Infected Rats in the Hall of Ministry, and speak to Nerile again. Take
the potion outside to Athelyn, speaking with him, then return to Nerile
again. Head to the basement and speak with Shunari Eye-Fly. Return to
Nerile again, then go find Shunari in the Temple Gardens. Now it's time
to enter Gedna Relvel's Tomb again, and find a secret door at the
bottom of the ladder. Stand on the stone in front of it, then clear
drops, then go see Nerile a final time to finish the quest. Head back
to the Sewers a final time, and enter the Abandoned Crypt. Head to the
back to Fedris, then to Gavas Drin, then enter the High Chapel. Speak
with Hand Sadas Mavandes, Hand Savor Hlan, Hand Vonos Veri, Hand Arnas
over the ring to finish the quest, then head back to the Royal Palace
courtyard and speak with Plitinius Mero. When done, wait 24 hours, and
kill the creatures, speak to a Royal Guard and a High Ordinator, then
go to the Royal Palace and speak to Tienius. Head back to the Plaza and
enter Bamz-Amschend.
Bamz-Amschend
o======================================================================o
***NPCs***
Ervis Verano
Milvela Dralen
Bakh gro-Sham
Eno Romari
Radac Stungnthumz
***NOTABLE LOOT***
Mystery of Talara, v3
Helseth's Collar
Dagger of Symmachus
Trueflame
***QUESTS***
Tribunal-Helseth's Champion
Miscellaneous-Robot Arena
8) Proceed until you get a journal update, then turn around and report
back to Tienius. On the way back, note that you can now explore
Dralen, note the copy of Mystery of Talara, v3, and report to Tienius.
Now, you may speak to King Hlaalu Helseth for a quest. Head to the
Winged Guar and speak with Bakh gro-Sham. Report back to Helseth, then
and deal with the assassins (but listen to what they say). Report to
Helseth again for Helseth's Collar and a new quest. Go to the Winged
Guar and speak to Ra'Tesh. Agree not to harm Karrod, and you'll have a
huge advantage in the fight. Return to the throne room, wait 24 hours,
and speak to Helseth. Fight Karrod until he surrenders, then speak to
Helseth again. He will give you the Dagger of Symmachus and send you to
the Temple. Go speak to Almalexia for a new quest, then head to the
Bazaar and speak with Meralyn Othan. Note the foreshadowing of the
sequel in this whole quest. Go to Godsreach and speak with Eno Romari,
Bamz-Amschend. Clear out this room, and start collecting scrap metal-we
need 10. Use respawns here in Hearthfire Hall to get them, then return
to Bamz-Amschend again and keep your eyes open for them. Proceed to the
Hall of Winds, looting for three cogs and a Dwemer Satchel Pack. Take
the three cogs out to Ignatius Flaccus to complete his quest, leave,
come back, bet on a bot, leave, speak with Venasa Sarano for a new
quest, enter again, kill the bots, speak with Ignatius, and return
this area and enter the Hall of Wails. Clear this, nicking the Ornate
Dwemer Bowl, the Dwemer Mug, and one of each Ornate Dwemer Goblet, then
area out, grabbing an Ornate Dwemer Pitcher and one more Satchel
needn't go there yet. Instead, proceed to King's Walk. This linear area
leads to the Skybreak Gallery. Clear the area and approach the weather
machine in the center. Place the Powered Dwemer Coherer in the junction
box, then with a little trial-and-error on the levers (watch for the
Report to Almalexia, then speak to her again for a new quest. Go deal
Almalexia. Choose the iron skin blessing, then speak with her again for
talk with him in the Craftsmen's Hall. Go speak to Barenziah now, then
to Karrod, who will give you the second piece. Go to the Museum in
Godsreach next, and speak to Torasa. Donate two Tribunal artifacts for
the shield, then sell the other two to "finish" the Museum (it never
disappears from your journal, and the artifacts are the BiPolar Blade,
the Dagger of Symmachus, the Mace of Slurring, and the Robe of the
Lich). Take the shield to Yagak for the third piece, then have him
forge the blade. Leave, wait two days, and return for the sword. Head
Norenen-Dur
o======================================================================o
***NPCs***
Khash-Ti Dhrur
***NOTABLE LOOT***
***QUESTS***
9) Explore and clear the first zone, then enter The Grand Stair. Kill
the undead (the only good loot is the archers' enchanted arrows), then
head back through the first zone and enter The Teeth That Gnash. No
loot here, so kill the daedra and proceed to the Citadel of Myn Dhrur.
Fight the daedra, including the unique Khash-Ti Dhrur, and claim the
Pyroil Tar from his corpse. Proceed to the Basilica of Divine Whispers,
clear it out, then backtrack to the Citadel. Levitate above the passage
to The Teeth That Gnash and enter the Wailingdelve. Along the
of The Black Arrow, v2. With that, we're finished here, so return to
Clockwork City
o======================================================================o
***NOTABLE LOOT***
Hopesfire
10) You arrive in the Outer Flooded Halls. The doors are controlled by
levers, usually nearby. Explore this area and proceed to the Inner
Flooded Halls. This area is also lootless, so explore it and enter the
spike traps) and enter the Central Gearworks. This lootless area has
two exits; enter the Chamber of Sohleh first. Clear this lootless area,
return to the Central Gearworks, and proceed through the bashed door to
the Hall of Theuda. This linear, lootless zone leads into the Dome of
issues) and proceed to the Dome of Serlyn. To solve the puzzle, hit
the right switch twice, then the left switch twice, then the right
switch once, then run through the machine and enter the Hall of
Sallaemu. This linear, lootless area leads us to the Dome of Udok. Flip
the lever to make a bridge, and enter the Hall of Mileitho. Another
you'll fight the very tough Imperfect before proceeding to the Dome of
Sotha Sil. Enter, listen to Almalexia's villain speech, and kill her.
MAKE SURE YOU SOULTRAP HER. Only Azura's Star is big enough to hold her
soul. When she dies, take Hopesfire and the Mazed Band from her corpse.
You can use the Band to return to Mournhold. Leave the Temple to get a
speech from Azura. Report to Helseth to get a set of Royal Guard armor,
personally. Now, go see Vivec. He will believe you about Almalexia, the
only other NPC in the game who will. Now, kill Vivec and soul trap him
24 points of Fortify Speed. We're now ready for the second expansion.
o======================================================================o
| |
| Bloodmoon |
| |
o======================================================================o
1) Fort Frostmoth
2) Gandrung Caverns
3) Raven Rock
4) Supply Ship
5) Frosselmane Barrow
6) Thirsk
7) Patchwork Airship
8) Graring's House
9) Skaal Village
o======================================================================o
***NPCs***
Basks-In-The-Sun
Sabinus Oranius
Gamin Girith
Gidar Verothan
Reinhardt Red-Spear
Raccan
Vilbia Herennia
Zeno Faustus
Jeleen
Antonius Nuncius
Carnius Magius
Gaea Artoria
Saenus Lusius
Severia Gratius
***NOTABLE LOOT***
A Dance in Fire, v1
A Dance in Fire, v2
A Dance in Fire, v3
A Dance in Fire, v4
A Dance in Fire, v5
A Dance in Fire, v6
A Dance in Fire, v7
***QUESTS***
Bloodmoon-Rebellion at Frostmoth
***FACTIONS***
fort. Along the way, speak to Sabinus Oranius, Gamin Girith, and Gidar
Verothan, then proceed to the fort. Run out behind it to speak with
Reinhardt Red-Spear, then go enter the courtyard. Loot around and speak
to Raccan and Vilbia Herennia, then explore all four sections of the
Curtain Wall. With that done, enter the Armory. Loot around and speak
Sermon 16), speak to Antonius Nuncius, then head upstairs to loot and
speak to Carnius Magius. He kicks off one of the two main questlines in
the expansion when you join the East Empire Company, so do so and
receive the first quest. Now head to the General Quarters. Loot around
and go check out the Prison. Look around, then go the the General
Quarters Upper Level. Loot around, then head back to the General
Quarters and enter the Supply Room. Loot here, then head back to the
General Quarters and enter Carius' Chambers. Loot (noting all seven
to Captain Falx Carius to kick off the main quest. Speak to a guard,
then steal some liquor (Antonius Nuncius' desk is a great place in the
Armory), then talk to a guard again. Give him the booze, and he'll
Tell him you'll keep his secret to get a key to his closet, which you
can go open, then report in to Carius for a reward and a new quest. Go
to the Upper Level to speak with Gaea Artoria, but don't bring her. Go
speak with Saenus Lusius in the General Quarters, who we will work
with. Go speak with Zeno, as he suggests, but along the way, speak with
Severia Gratius outside for a new quest. Chat with Jeleen to progress
that, then go speak to Zeno. He'll direct you out to the Gandrung
Caverns northeast of the fort. It's time to leave, so head there now.
They aren't too hard to find. Head inside when you get there.
Gandrung Caverns
o======================================================================o
***NPCs***
Mus Roscius
Mazorn gro-Gar
Mol gro-Shat
Sorian
Gualtierus Spurius
Falco Galenus
***NOTABLE LOOT***
***QUESTS***
***FACTIONS***
2) Take a left to kill Mus Roscius, then loot this passage. Continue
westish to find and kill Mazorn gro-Gar, Mol gro-Shat, and Sorian.
Continue to speak with Gualtierus Spurius, and take his deal to get the
Nordic Axe of Paralysis. Then I kill him anyway. Loot the rest of the
them empty, then head to the Upper Level and speak to Artoria for a new
quest. Now, however, we should handle other business. Leave the fort
and head northwest to find Stormpfund Barrow. (Skip Kolbjorn Barrow for
Clear this small barrow, then exit and go west to the water. Follow it
north to Raven Rock, killing all critters, then head back to Fort
Frostmoth to escort the miners from the docks to Raven Rock. Speak to
Falco Galenus when you arrive, harvest four more Raw Ebony, then head
back to Fort Frostmoth. Report to Carnius and give him the ebony, and
he'll promote you to Clerk. Wait three days and ask for another
assignment, then head back to Raven Rock. Note the construction and
talk to the miners, then to Hroldar the Strange, then to Falco. Go back
and forth until it's time to punch Hroldar out, then do so. Report to
Falco, then explore the Raven Rock Mine. Nothing here but ebony, so
report back to Carnius at the Fort. He'll promote you to Steward, and
tell you to wait again. Give it three days, then speak to Carnius
Raven Rock
o======================================================================o
***NPCs***
Veresa Alver
Uryn Maren
3) The colony now exists! Start by speaking with Veresa Alver, then
Gidar Verothan's House, Uryn Maren's House, and the South Storehouse.
Pop into the mine to speak with Uryn Maren, then head out and talk to
Falco. Next, ask Gamin Girith if he's seen anything for a quest update.
Report to Falco, then head northwest. Ignore the Earth Stone if you see
Loot this empty cave, then head south. The bit of land due west of
Clear the single room, leave, and head north to find Geilir the
Clear the small barrow, grab Oddfrid White-Lip, and return to Geilir.
He'll finish out the quest. Proceed northwest to find the supply ship.
Supply Ship
o======================================================================o
***NPCs***
Apronia Alfena
Baro Egnatius
Sathyn Andrano
Aldam Berendus
Gratian Caerellius
Dralora Favelnim
Alcedonia Amnis
Seler Favelnim
Athellor
***FACTIONS***
***QUESTS***
4) Speak with Apronia Alfena, agree to have her come with you, but have
her wait while you explore the ship. There's nothing noteworthy inside,
the ship and grab six picks, and Falco will buy them from you. When
that's done, report to Carnius. He'll promote you to Fixer. Wait three
days and speak to him again to be directed to Falco. Go see him and
(for this walkthrough) side with him. He'll ask you to make a choice:
trader or smithy. Go talk to everyone, then choose (for this guide) the
trader. Report to Falco, then Carnius. After the standard wait, return
to Raven Rock. Speak with Baro Egnatius, then enter the new Trader
shop. Speak to Sathyn Andrano and loot the shop, then see Falco. He'll
promote us to Agent, and give a new quest. Go to Baro again, then Falco,
then Apronia, then Falco, then Baro. Equip and hold the saber to talk
give a new quest. Check the house, then report to Falco, then sneak
into the mine and follow Uryn. Talk to him when your journal updates,
speak with Aldam Berendus and Gratian Caerellius, then report to Falco,
Deputy. Wait three days, then explore the colony again. Speak with
Relothan's House, Seler Favelnim's House, and enter the Bar. Speak with
Alcedonia Amnis, Seler Favelnim, and Athellor for a new quest. Loot,
leave, and speak to Falco for a new quest. Dralora will speak to you as
you approach the bar. Just let Seler hit you several times, and he'll
wear himself out. Refuse to kill him, and report to Falco for a new
quest. Now, return to Fort Frostmoth, and get ready for some
Frosselmane Barrow
o======================================================================o
***NPCs***
Ingmar
Uncle Sweetshare
***NOTABLE LOOT***
Seasplitter
***QUESTS***
Miscellaneous-Ingmar in a Bind
5) Loot the small barrow and leave. Go east over a river to find and
enter Himmelhost Barrow. Clear it, getting the unique Seasplitter and
reading the pirate captain's note. Leave now and head north to find the
Skogsdrake Barrow. Head inside. Clear this small barrow, then head
north to Valbrandr Barrow. While outside, check the base of the arch
for the pirate captain's treasure, then speak to Ingmar and accept his
quest. He'll also update Jeleen's quest. Enter the barrow and let
Ingmar kill the draugr. Loot and follow the coast northeast to
later), then head southwest to find and enter Lukesturm Barrow. Clear
this one too, then head west to find and enter Uncle Sweetshare's
Workshop.
skill book. Speak to Uncle Sweetshare inside, spare him, and report
the workshop, then push a bit further north to find the mead hall at
Thirsk.
Thirsk
o======================================================================o
***NPCs***
Brynjolfr
Ulfrun
Andrelheim
Svenja Snow-Song
Bereditte Jastal
Skjoldr Wolf-Runner
Mirisa
Thauraver
Rogue Necromancer
***NOTABLE LOOT***
Shadowsting
Deceit
Treachery
Thauraver's Orders
Whitewalker
***SPELLS***
Resist Frost
quest. Loot it, then enter the main hall. Speak to Ulfrun, Olfeigr the
Fair, Andrelheim, Svenja Snow-Song, Bereditte Jastal (upstairs),
open the locked door to find Mirisa, who you should escort back to Fort
Frostmoth. Buy a spell from her, too. You'll have to fight Erich on the
way out-just kill him, no one will interfere. When back, report to
lake, you can find the Caves of Fjalding, but ignore them for now.
North and a bit west of Thirsk is the Beast Stone, another site we'll
which we'll also hold off entering. From here, head west across the
Clear this small ice cave, leave, return to the Beast Stone, and go
east to another cave called Sjobal. Head inside. In the back, kill
Thauraver, read his orders (a Security skill book), and loot the cave.
East of Sjobal are the Tombs of Skaalara, site of a later quest. East
skip it for now). West (back across the water) and a bit north is
Frossel. Head inside. Clear this place out, then follow the coast
(circling the Skaal Village) until, on the north shore, you find
Apprentices and undead, then the Rogue Necromancer. Loot his Staff of
Carnal Channeling and the rest of the cave, and leave. Head west and a
bit south to another ice cave called Frykte. Head inside. Check the
ceiling for Angria's Corpse and the unique Ancient Steel Helm, then
leave. From here, head north to Benkongerike, another ice cave. Enter.
another site we'll return to later. East of here is the Wind Stone,
which we'll return to in the main quest. South of here is an ice cave
called Bjorn, which we can enter. Clear it out, loot, and leave, going
Patchwork Airship
o======================================================================o
***NPCs***
Thormoor Gray-Wave
Kjolver
Kolfinna
Berserker Denmother
Aldam Berendus
***QUESTS***
Stormfang
Helmet of Bearkind
northwest to an ice cave called Domme, and head inside. Explore, loot,
and leave, going southwest to the Varstaad Caves. Head inside. Loot and
leave, then go south to find the Water Stone, which we'll visit later
on. From here, head west and a bit south on the coast to find
return to the airship, and go south to find and enter Jolgeirr Barrow.
Loot the place for the Ancient Steel Cuirass, Ancient Steel Left
Boots, Spear of the Snow Prince, and the book Fall of the Snow Prince.
You'll get a journal update. Run to Raven Rock and report this to
Kjolver's Dwelling, which you should enter. Loot and speak to Kjolver
for a quest. Leave and go east to enter Eddard Barrow. Loot this
wealthy little barrow for two copies of The Wolf Queen, v8, a copy of
The Wolf Queen, v1, a copy of The Wolf Queen, v2, and the unique Helm
of Bear Scent. A bit farther east is an ice cave called Fjell. Enter.
Kill the Grahl, loot, and leave. Just southeast is the Tree Stone,
Dwelling, and head inside. Loot the cave and speak with Ulfgar for a
quest. Head south a bit to get Brodir Grove on the map, then return to
and bring it to Ulfgar. Agree to fight him, then kill him to finish the
quest. Take Stormfang from him, then go outside to the grove to speak
to his spirit. Now head east and enter a cave called Solvjord. Loot the
inside, loot, and speak to Kolfinna for a quest. Go back to the Altar
of Thrond to see Sigvatr again, raise his disposition for the gem, and
return to Kolfinna to finish the quest. Finally, just west of here is
the Halls of Penumbra, which we'll visit later. Return to the Tree
Stone and head northeast, following between the two rivers, to find the
Gloomy Cave. Head inside. Loot the small, empty cave, then continue
northeast to find and enter a cave called Gronn. Kill the berserkers,
loot the Denmother for the Helmet of Bearkind, loot the cave, and
Graring's House
o======================================================================o
***NPCs***
Hidar
Aenar
Graring
Coventina Celata
Constans Atrius
Baslod
Cimber Valerius
Capiton Popillius
Valgeir
Eifid
Balfring
Bryngrim
Vigunn
Fjrokvar
Ormvard
Alfbrand
Audmund
Toralf
***QUESTS***
***FACTIONS***
behind a boulder, then speak to Graring again. Head to the mine and get
some stalhrim from the new wing, then return to Graring. Now Aenar and
Hidar will make Stalhrim items if you want them. Return to Falco for a
careful-jump over the rug in Carnius' office on the way out, and head
to the supply ship. Give the report to Carnius, and report back to
Falco. He'll give a new quest. Head east and hunt down every Spriggan
you can. You'll get a journal update when it's done. Enter the bar and
speak to Unel, then enter the mine. You can now enter a new Abandoned
Mine Shaft, so do so. Return to Unel when your journal updates, and
escort him to the roots. When the journal updates, recall to Balmora
and buy the petals from the Gnisis Temple. Get back to Raven Rock and
give them to Unel, then report to Falco for a new quest. Speak to Afer
Flaccus, Garnas Uvalen, and Gratian Caerellius, all three of which will
volunteer for guard duty. Report to Falco, then go redeem your stock
certificate for 12000 gold (the maximum possible). Wait here for a
journal update, then return to Raven Rock. Explore the new buildings
Garnas Uvalen's House), then talk to Falco for a new quest. Kill
Baslod, Cimber Valerius, and Capiton Popillius when they appear, then
report in, wait two days, and speak to Falco for another new quest.
Head to Fort Frostmoth and see Constans, then return to Falco. Enter
the mine and kill all ten "Skaal," including Valgeir, Eifid, Balfring,
Carnius. Kill him when he attacks and return to Falco, who will make
you the new Factor. Wait three days and talk to Falco for one last
thing-the Factor's Estate. Find Aldam and speak to him, then choose
any site you like. Leave, wait three days, then come back to explore
your new home. When done, it's time to progress. Head to the Skaal
Village.
Skaal Village
o======================================================================o
***NPCs***
Horski Tallowhand
Engar Ice-Mane
Alvring Whitebeard
Rigmor Halfhand
Risi Ice-Mane
Lassnr
Korst Wind-Eye
Tymvaul
Brandr
Tharsten Heart-Fang
***NOTABLE LOOT***
A Dance in Fire, v1
Mantle of Woe
***QUESTS***
Miscellaneous-Tymvaul in the Well
Stone, and Alvring Whitebeard. Loot around, then enter Snedbrir the
Smith. Speak with him, loot (note the copy of Lord Jornibret's Last
Dance), and enter Rigmor's Hut. Speak with him, loot (note the copy of
A Dance in Fire, v1), and enter Bronrod the Roarer's House. Speak with
him, loot, and enter Ingmar's House. Speak with him to finally finish
his quest, loot, then enter Ice-Mane's Hut. Speak with her, loot, and
enter Erna the Quiet's House. Read the note to update a quest, loot,
and enter Lassnr's House. Loot, speak with him for a quest, and enter
the Shaman's Hut. Loot, speak with Korst Wind-Eye, then enter Rimhull
through the well. Clear the place out, then speak to Tymvaul. Mention
his father to receive the Mantle of Woe without a fight, then leave the
cave. Brandr and Erna the Quiet are just south of here, so go see them.
Speak to both, then kill Erna, take her ring, and flee to Kjolver's
dwelling. Turn in the ring to end that quest, then return to the Skaal
Village to see Lassnr and finish that one as well. Finally, enter the
Korst again, read the books, and set out for the stones. Follow the
story and go to the Water Stone first. Follow its instructions, and the
Stahlman's Gorge and swim to the back to find the Waters of Life. Bring
them back to the Water Stone to finish the first ritual. Head to the
instructed and enter the Cave of Hidden Music. Clear the sizeable cave
and enter the Chamber of Song. Clear it out, then strike the
then return to the Earth Stone to finish the second ritual. Head to the
Beast Stone now, a bit north of Thirsk. Head south as instructed, and
kill the rieklings attacking the bear. Remove the arrow from the bear,
rest as needed, then return to the Beast Stone. Now head to the Tree
Stone, to the southwest. Go east and kill the riekling and attendant
spriggans. Return to the Tree Stone with the riekling's Strange Seeds
interact with the Stone to finish the fourth ritual. Now head to the
Sun Stone, southeast of here. Head west as instructed, and enter the
Halls of Penumbra. Clear this sizeable cave, using the Flaming Eye of
the Lightkeeper from the Lightkeeper Grahl to free the sun. Return to
the Sun Stone to finish the fifth ritual, then head to the Wind Stone,
just southwest of the Skaal Village. Head to Lake Fjalding and go
southeast to enter Glenschul's Tomb. Clear it out, opening the bag, and
return to the Wind Stone to complete the final ritual. Now return to
the village and report to Tharsten to advance the main quest and
receive the Mace of Aevar Stone-Singer. Head outside and speak first to
Hagrad the Stone, then to Engar Ice-Mane. Next, speak to Rigmor in his
hut, then to Risi in the Ice-Mane's Hut. Get the letter off of the bed
in the hut, then talk to Risi again. Speak to Rigmor again, then go to
Tharsten. I choose the wolves, receive the Helm of the Wolf's Heart,
Lake Fjalding and talk to Korst, then divert to Thirsk to find everyone
dead. Take the Paws of the Wolf-Runner from Skjoldr's corpse, and speak
to Svenja for a new quest. Head to the shore to find and enter the Lair
of the Udyrfrykte.
o======================================================================o
***NPCs***
Bergljot
Bathmar Bold-Lute
The Udyrfrykte
Aesliip
***NOTABLE LOOT***
Clanbringer
Aesliip's Ring
***QUESTS***
Miscellaneous-Thirsk Hunters
10) Kill the Udryfrykte, take the Severed Nord Leg and the beast's
heart, loot, and return to Thirsk. Svenja will send you west to
Hrothmund's Barrow, so go there and enter. Along the way, search the
bottom of Lake Fjalding for the unique staff Haakon's Lucky Break. The
then interact with the axe. With that, recall to Vvardenfell and visit
and the amulet to complete his quest, then return to Thirsk. Speak to
Bergljot, Bathmar Bold-Lute, and Svenja to finish the quest. Have her
order mead AND send hunters for pelts, go upstairs to get Clanbringer,
then head outside and wait seven days. Reenter to collect the pelts and
profit, ending the Thirsk quests, then enter the Caves of Fjalding near
Explore, loot, and speak to Aesliip. Agree to help him, enter the
caverns, explore, loot, and kill the daedra, and Aesliip will give you
his ring. Make your way to the surface and return to Korst. Return to
the Skaal Village now, and note that everyone just says to wait.
However, after speaking to Tharsten, his guard will tell you werewolves
are attacking. Go outside and kill them, then enter the Greathall and
kill two more. Speak to Korst to advance the questline. Now, you can
will choose human for this walkthrough. Cure yourself and speak to
Korst again, then go east and south to find and enter the Tombs of
Skaalara.
Tombs of Skaalara
o======================================================================o
***NPCs***
Grerid Axe-Wife
Rolf Long-Tooth
***QUESTS***
Bloodmoon-The Ristaag
***SPELLS***
Call Wolf
Call Bear
11) Explore, kill the werewolves, loot (the totem is easy to find), and
return to the village. Korst will teach you a spell and advance the
questline. Head to the western shore of Lake Fjalding and go pretty far
west from the northern tip of the lake. Find and speak with Grerid
Axe-Wife, Sattir the Bold, and Rolf Long-Tooth around 10 PM, then
follow his directions. It's all fairly straightforward, except you take
the lead once the werewolves attack. The spirit bear is south and a bit
west from here, so kill it and take its heart back to Korst. He'll
teach another spell and advance the questline. Head to Castle Karstaag,
cave.
Castle Karstaag
o======================================================================o
***NPCs***
Krish
Dulk
***NOTABLE LOOT***
***QUESTS***
Bloodmoon-Hircine's Hunt
12) Speak to Krish the riekling, then escort him through the caverns,
killing grahl as you go. Turn right first to find some loot, then
backtrack to the intersection and go the other way, avoiding the hole
as you go. Enter the Banquet Hall when all the grahl are dead, kill the
hostile rieklings, loot, and enter the Throne Room. Speak to Dulk to
learn more, loot the area, check out Karstaag's Chambers for more loot,
and advance the questline. Now, all you need to do is rest, and you'll
wake up in...
Mortrag Glacier
o======================================================================o
***NPCs***
Hircine
Karstaag
***NOTABLE LOOT***
Hircine's Ring
13) Hircine will tell you what's what, and although it may not be clear
we are inside the Mortrag Glacier. Head forward into the Outer Ring to
begin. Speak with Carius and agree to work together, then solve the
maze. It isn't too hard to find the key, or the gate afterwards. Carius
will stay behind, so go through to find Tharsten. Agree to work with
him as well, but before long he'll turn on you. Kill him to get both
the next key and the Ring of Hircine. It can turn you into a werewolf
at will. Proceed through the maze and advance at the center. Kill
Hircine to battle. I choose guile, for the best reward. Kill Hircine's
Aspect of Guile, take the Spear of the Hunter and the final key, then
advance to end the game's final quest. There are a couple of items we
can still get. Head to Castle Karstaag, and levitate atop it to find
the Daedric Right Pauldron as you choose, but you have done everything
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
Version 0.10
2-24-2015
Finished the Spells section. Added General Tips and began writing the
Version 0.11
2-27-2015
Version 0.12
3-7-2015
Version 0.13
3-16-2015
Completed Walkthrough Sequence 4-Balmora.
Version 0.14
4-8-2015
Version 0.15
4-11-2015
Version 0.16
4-15-2015
Version 0.17
4-21-2015
Version 0.18
11-30-2015
Version 0.19
11-15-2016
Version 0.20
11-19-2016
Version 0.21
11-27-2016
Completed Walkthrough Sequences 9 and 10, Caldera & Gnaar Mok and
Version 0.22
12-7-2016
Version 0.23
Version 0.24
12-11-2016
Version 0.25
12-16-2016
12-19-2016
Version 0.27
1-1-2017
Version 0.28
1-8-2017
Version 0.29
1-12-2017
Version 0.30
1-14-2017
Version 0.31
1-17-2017
1-19-2017
Version 0.33
1-22-2017
Version 0.34
1-29-2017
Version 0.35
2-1-2017
Version 0.36
2-8-2017
Version 0.37
2-11-2017
Version 0.38
2-15-2017
Version 0.39
2-19-2017
Version 0.40
2-27-2017
Version 0.41
3-18-2017
Version 1.00
3-30-2017
Special Thanks
o======================================================================o
The UHS (Universal Hint System), for their Region Maps, which assisted
The Elder Scrolls Wiki, for a few tidbits of information (mainly set
***END OF FILE***